Difference between revisions of "Talk:SetNthActiveEffectMagnitude"
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This function is almost useless and very dangerous. It changes the active effect magnitude, but does not apply the changed value to the actor, at least not for effects added by token items or abilities. When these changed effects are removed (because the token item is unequiped), the actor's attribute is "un-updated" with the new value, leaving it with a corrupt total. I think it works for some things like fatigue because they are continuously re-calculated as fatigue recovers, but certainly for drain speed effects it does not work. DO NOT USE! | This function is almost useless and very dangerous. It changes the active effect magnitude, but does not apply the changed value to the actor, at least not for effects added by token items or abilities. When these changed effects are removed (because the token item is unequiped), the actor's attribute is "un-updated" with the new value, leaving it with a corrupt total. I think it works for some things like fatigue because they are continuously re-calculated as fatigue recovers, but certainly for drain speed effects it does not work. DO NOT USE! | ||
[[User:ABO|ABO]] 06:48, 9 January 2011 (EST) | [[User:ABO|ABO]] 06:48, 9 January 2011 (EST) | ||
: Changing ''any'' property of an active magic effect can have disastrous consequences; this function is no more dangerous than the others of the form 'SetNthActiveEffect***'. That being said, there should probably be a clearer warning in the page itself, e.g. "This function is only safe to use on Damage and Restore effects" | |||
:[[User:JRoush|JRoush]] 20:15, 9 January 2011 (EST) |
Revision as of 20:15, 9 January 2011
I'm probably just being a bit thick, but the way I read this syntax:
(magnitude:long) reference.SetNthActiveEffectMagnitude whichEffect:long (magnitude:long) reference.SetNthAEMagnitude whichEffect:long
makes it sound like (magnitude:long) is a returned value, or at best that my use of the function should look like:
10 myRef.SetNthActiveEffectMagnitude 3
whereas, if typical function syntax is followed, I'd assume the correct usage would be:
myRef.SetNthActiveEffectMagnitude 3, 10
in which case I'd suggest modifying the article to read:
reference.SetNthActiveEffectMagnitude whichEffect:long, (magnitude:long) reference.SetNthAEMagnitude whichEffect:long, (magnitude:long)
FritZ
- It's... a... umm... returned value?!? I'll ask behippo about that one, as I'm not sure what he's returning there. I might have just copied over a typo from the OBSE documentation.
- On every other function of the wiki, yes the first () value is always a return value. Sorry, the wiki is a bit scattered for information.
- --Haama 00:55, 17 December 2007 (EST)
This function is almost useless and very dangerous. It changes the active effect magnitude, but does not apply the changed value to the actor, at least not for effects added by token items or abilities. When these changed effects are removed (because the token item is unequiped), the actor's attribute is "un-updated" with the new value, leaving it with a corrupt total. I think it works for some things like fatigue because they are continuously re-calculated as fatigue recovers, but certainly for drain speed effects it does not work. DO NOT USE! ABO 06:48, 9 January 2011 (EST)
- Changing any property of an active magic effect can have disastrous consequences; this function is no more dangerous than the others of the form 'SetNthActiveEffect***'. That being said, there should probably be a clearer warning in the page itself, e.g. "This function is only safe to use on Damage and Restore effects"
- JRoush 20:15, 9 January 2011 (EST)