Difference between revisions of "GetNthActiveEffectCaster"
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imported>Haama (Created) |
imported>Haama (→Notes: More on how Active Effects stack) |
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==Notes== | ==Notes== | ||
*Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a '''Shield''' effect from a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude. | *Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a '''Shield''' effect from a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude. | ||
** | **If the Magic Item has 2 of the same effect, they will be counted separately. | ||
** | **If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects. | ||
** | ***The only exception is scripted effects with the same script. Generally, only the first one's data (Magic Item Index, Caster, etc.) will be used. | ||
==See Also== | ==See Also== |
Revision as of 00:51, 27 November 2007
A command for Oblivion Script Extender
Syntax:
(caster:ref) reference.GetNthActiveEffectCaster whichEffect:long (caster:ref) reference.GetNthAECaster whichEffect:long
Return the caster of the Nth Active Effect on the reference.
Example
ref pCaster set pCaster to (player.GetNthActiveEffectCaster 0)
If an NPC cast Shield on the player (and it's the first Active Effect), this will return the reference of the NPC.
Notes
- Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a Shield effect from a potion, a Shield effect from another potion, and a Shield effect from a spell, each one will return their own magnitude.
- If the Magic Item has 2 of the same effect, they will be counted separately.
- If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
- The only exception is scripted effects with the same script. Generally, only the first one's data (Magic Item Index, Caster, etc.) will be used.