Difference between revisions of "GetTotalActiveEffectMagnitude"

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imported>UlrikeiSecor
m (None)
imported>Jaime74
m (removed junk injection)
 
Line 10: Line 10:
  short EffectMag
  short EffectMag
  set EffectMag to (player.GetTotalActiveEffectMagnitude SHLD)
  set EffectMag to (player.GetTotalActiveEffectMagnitude SHLD)
If the player currently has one '''Shield''' <span class="plainlinks">[http://bit.ly/v2kR7m <span style="color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;">irritable bowel syndrome</span>]</span> effect at 10 magnitude and another at 90, this will return 100.
If the player currently has one '''Shield''' effect at 10 magnitude and another at 90, this will return 100.


==See Also==
==See Also==

Latest revision as of 11:15, 5 November 2011

A command for Oblivion Script Extender

Syntax:

(totalMag:long) reference.GetTotalActiveEffectMagnitude effectCode:chars
(totalMag:long) reference.GetTotalAEMagnitude effectCode:chars

Returns the total magnitude of all Active Effects with a given code on the reference.

Example

short EffectMag
set EffectMag to (player.GetTotalActiveEffectMagnitude SHLD)

If the player currently has one Shield effect at 10 magnitude and another at 90, this will return 100.

See Also[edit | edit source]