Difference between revisions of "SetNthEffectItemArea"
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imported>Haama (Created) |
imported>DragoonWraith (EI) |
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A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]] | |||
'''Syntax:''' | |||
(nothing) SetNthEffectItemArea nuArea:long magicItem:ref whichEffect:short | |||
(nothing) SetNthEIArea nuArea:long magicItem:ref whichEffect:short | |||
Sets the area of the specified effect item. | |||
==Notes== | |||
* You can set the area of any magic item, even if it normally doesn't have a area and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemArea]], making it a good way to store integer data. | |||
* (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the duration of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself. | |||
==See Also== | ==See Also== | ||
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[[Category:Magic Functions]] | [[Category:Magic Functions]] | ||
[[Category:Magic Functions (OBSE)]] | [[Category:Magic Functions (OBSE)]] | ||
[[Category:Magic Functions - Effect Item (OBSE)]] |
Latest revision as of 19:41, 1 March 2008
A command for Oblivion Script Extender
Syntax:
(nothing) SetNthEffectItemArea nuArea:long magicItem:ref whichEffect:short
(nothing) SetNthEIArea nuArea:long magicItem:ref whichEffect:short
Sets the area of the specified effect item.
Notes[edit | edit source]
- You can set the area of any magic item, even if it normally doesn't have a area and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with GetNthEffectItemArea, making it a good way to store integer data.
- (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the duration of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself.