GetNthActiveEffectData
Revision as of 00:54, 27 November 2007 by imported>Haama (→Notes: More on how Active Effects stack)
A command for Oblivion Script Extender
Syntax:
(data:ref) reference.GetNthActiveEffectData whichEffect:long (data:ref) reference.GetNthAEData whichEffect:long
Return the data of the Nth Active Effect on the reference. Data includes things like a summoned creature, weapon or armor.
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.