ModNthActiveEffectMagnitude
Revision as of 02:19, 26 November 2007 by imported>Haama (Created)
A command for Oblivion Script Extender
Syntax:
(magnitude:long) reference.ModNthActiveEffectMagnitude whichEffect:long (magnitude:long) reference.ModNthAEMagnitude 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.
- 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