Difference between revisions of "GetNthActiveEffectMagnitude"
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imported>Haama (Fixed example) |
imported>Haama (→See Also: Added Total link) |
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==See Also== | ==See Also== | ||
* [[Magic Effects List]] | * [[Magic Effects List]] | ||
* [[GetTotalActiveEffectMagnitude]] | |||
* [[GetActiveEffectCount]] | * [[GetActiveEffectCount]] | ||
* [[GetNthActiveEffectCode]] | * [[GetNthActiveEffectCode]] |
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.