GetNthActiveEffectTimeElapsed
Revision as of 23:49, 25 November 2007 by imported>Haama (Notes)
A command for Oblivion Script Extender
Syntax:
(timeElapsed:float) reference.GetNthActiveEffectTimeElapsed whichEffect:long (timeElapsed:float) reference.GetNthAETime whichEffect:long
Returns the time that the Nth Active Effect has been applied to the reference.
Example
float EffectTimePassed set EffectTimePassed to (player.GetNthActiveEffectTimeElapsed 0)
If the player currently has two Shield effects, the first in effect for 10 seconds and the second for 90, this will return 10.
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.
- Untested
- Do effects from the same source stack into one? That is, if a potion has 2 Shield effects, will there be 2 Active Effects, each with their own magnitude?
- Will the same spell stack? That is, if you cast a Shield spell on an NPC twice, will there be 2 Active Effects or 1? (If spells don't work that way, potions can be stacked multiple times on the player by applying it as a poison.)
- Untested