Difference between revisions of "GetNthActiveEffectMagnitude"
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imported>Haama (Fixed example) |
imported>Haama (Fixed example) |
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Line 10: | Line 10: | ||
short EffectMag | short EffectMag | ||
set EffectMag to (player.GetNthActiveEffectMagnitude 0) | set EffectMag to (player.GetNthActiveEffectMagnitude 0) | ||
If the player currently has | If the player currently has two '''Shield''' effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10. | ||
==See Also== | ==See Also== |
Revision as of 22:46, 25 November 2007
A command for Oblivion Script Extender
Syntax:
(magnitude:long) reference.GetNthActiveEffectMagnitude whichEffect:long (magnitude:long) reference.GetNthAEMagnitude whichEffect:long
Returns the magnitude of the Nth Active Effect on the reference.
Example
short EffectMag set EffectMag to (player.GetNthActiveEffectMagnitude 0)
If the player currently has two Shield effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.