ModNthActiveEffectMagnitude

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Revision as of 15:03, 21 December 2023 by 173.17.114.221 (talk)
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A command for Oblivion Script Extender

Syntax:

(nothing) reference.ModNthActiveEffectMagnitude magnitude:float whichEffect:long
(nothing) reference.ModNthAEMagnitude magnitude:float whichEffect:long

Modifies the magnitude of the Nth Active Effect on the reference. This changes the magnitude of the Active Effect, not the Effect Item on the Magic Item the ActiveEffect came from. The magnitude of the Active Effect can be different from the Effect Item. This changes what is currently applied to the magic target and leaves the Magic Item it came from alone.

Notes

  • This modifies the magnitude applied to the actor, but not the original from the spell.
  • 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.
      • While counted separately, if there are multiple scripted effects with the same script generally only the first one's data (i.e., Magic Item Index, Caster) will be returned (i.e., GetNthActiveEffectMagicItemIndex, GetNthActiveEffectCaster).
  • This function seems to work for some magic effects (Sun Damage), but not others. For example, the Shield magic effect will show an updated magnitude, but won't actually change the defensive bonus.

See Also