Difference between revisions of "SetNthEffectItemMagnitude"
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imported>Candlemaster (→Notes) |
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* 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. |