GetNthActiveEffectMagnitude

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Revision as of 22:38, 25 November 2007 by imported>Haama (Fixed example)
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A command for Oblivion Script Extender

Syntax:

(magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
(magnitude:long)  reference.GetNthAEMagnitude whichEffect:long

Returns the magnitude of the Nth Active Effect on the reference.

Example

short EffectMag
set EffectMag to (player.GetNthActiveEffectMagnitude 0)

If the player currently has one Shield effect (and no other effects) at 10 magnitude and another at 90, this will return 100.

See Also