Difference between revisions of "GetNthActiveEffectMagnitude"

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imported>Haama
(Fixed example)
imported>Haama
(Fixed example)
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 one '''Shield''' effect (and no other effects) at 10 magnitude and another at 90, this will return 100.
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.

See Also