GetNthActiveEffectMagnitude

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Revision as of 00:59, 27 November 2007 by imported>Haama (→‎Notes: Better scripted effect info)
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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 two Shield effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.

Notes

  • This returns the magnitude applied to the NPC, but not the original from the spell.
    • For scripted effects (and for example), if you set the magnitude of a scripted effect to a non-zero number, this will still return 0. Presumably, this is because scripted effects aren't meant to have non-zero magnitudes, and no magnitude is applied to the NPC when it hits.
    • Resistances: This may or may not include resistances.
  • 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).

See Also