Difference between revisions of "SetNthEffectItemMagnitude"
Jump to navigation
Jump to search
imported>DragoonWraith (EI) |
imported>Candlemaster (→Notes) |
||
Line 12: | Line 12: | ||
* 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). | * 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. | ** Only '''Damage Health''' has been tested so far, so results may vary. | ||
**Frost Damage is confirmed to heal when set to a reversed magnitude, but note that an unmodified Frost Damage magnitude returns a negative number from [[GetNthEffectItemMagnitude]], so setting it to a negative value will still deal damage. To make a Frost Damage effect heal, you must set it to a <b>positive</b> magnitude. This is believed to be true for Fire Damage and Shock Damage as well (untested). | |||
* 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. | * 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. | * (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. |
Latest revision as of 07:32, 14 May 2010
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[edit | edit source]
- 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.
- Frost Damage is confirmed to heal when set to a reversed magnitude, but note that an unmodified Frost Damage magnitude returns a negative number from GetNthEffectItemMagnitude, so setting it to a negative value will still deal damage. To make a Frost Damage effect heal, you must set it to a positive magnitude. This is believed to be true for Fire Damage and Shock Damage as well (untested).
- 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.