Difference between revisions of "SetNthEffectItemMagnitude"

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imported>Haama
(→‎Notes: Changing while it's already on an actor)
imported>DragoonWraith
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Effect Item (OBSE)]]

Revision as of 19:41, 1 March 2008

A command for Oblivion Script Extender

Syntax:

(nothing) SetNthEffectItemMagnitude nuMagnitude:long magicItem:ref whichEffect:short
(nothing) SetNthEIMagnitude nuMagnitude:long magicItem:ref whichEffect:short

Sets the magnitude of the specified effect item.

Notes

  • If you use a non-integar number (float; i.e., 2.5), the resulting magnitude will be the nearest whole number less than that number. For instance, if you set magnitude to 2.6 then the resulting magnitude will be 2.
  • You can set the magnitude of a spell to a negative number. The spell will have the opposite effect. For example, if you set a Damage Health spell to -10 (Duration 1), and cast it on the player, the player will gain 10 health. Unlike the above, a fraction will be rounded up (i.e., -2.6 will be -2).
    • Only Damage Health has been tested so far, so results may vary.
  • You can set the magnitude of any magic item, even if it normally doesn't have a magnitude and it's grayed out in the CS. This magnitude won't do anything or even appear in-game, but you can retrieve it with GetNthEffectItemMagnitude, making it a good way to store integer data.
  • (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the magnitude of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself.
  • (At least for some effects) If the altered spell is already on an actor, it will take a frame or two for the new magnitude to take effect on that actor.

See Also