Difference between revisions of "AddFullEffectItemC"
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imported>DragoonWraith (hostility, codes, description) |
imported>DragoonWraith (range codes) |
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Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range. | Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range. | ||
{{OBSE Magic Range Codes}} | |||
==Notes== | ==Notes== | ||
* Uses the codes returned by [[GetNthEffectItemCode]] | * Uses the codes returned by [[GetNthEffectItemCode]] | ||
* Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other. | * Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other. |
Latest revision as of 00:31, 15 January 2009
AddFullEffectItem - adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
(index:short) AddFullEffectItemC nuEffectCode:long magnitude:long area:long duration:long range:short magicItem:ref
Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range.
Range Codes: 0: Self 1: Touch 2: Target
Notes[edit | edit source]
- Uses the codes returned by GetNthEffectItemCode
- Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other.
- Potions will only show up to 8 effects, but all of the effects will still apply when used, and can be accessed with any GetNthEffectItem... function.
- Untested for other magic items
- Adding a hostile effect to a Spell which previously had none will not make the Spell hostile. Use SetSpellHostile to update the hostility.