GetTotalActiveEffectMagnitude
Revision as of 09:35, 5 November 2011 by imported>UlrikeiSecor (None)
A command for Oblivion Script Extender
Syntax:
(totalMag:long) reference.GetTotalActiveEffectMagnitude effectCode:chars (totalMag:long) reference.GetTotalAEMagnitude effectCode:chars
Returns the total magnitude of all Active Effects with a given code on the reference.
Example
short EffectMag set EffectMag to (player.GetTotalActiveEffectMagnitude SHLD)
If the player currently has one Shield irritable bowel syndrome effect at 10 magnitude and another at 90, this will return 100.
See Also
- Magic Effects List
- GetNthActiveEffectMagnitude
- GetTotalActiveEffectMagnitudeC
- GetTotalAEAllSpellsMagnitude
- GetTotalAEAllSpellsMagnitudeC
- GetTotalAESpellMagnitude
- GetTotalAESpellMagnitudeC
- GetTotalAEDiseaseMagnitude
- GetTotalAEDiseaseMagnitudeC
- GetTotalAEPowerMagnitude
- GetTotalAEPowerMagnitudeC
- GetTotalAELesserPowerMagnitude
- GetTotalAELesserPowerMagnitudeC
- GetTotalAEAbilityMagnitude
- GetTotalAEAbilityMagnitudeC
- GetTotalAENonAbilityMagnitude
- GetTotalAENonAbilityMagnitudeC
- GetTotalAEEnchantmentMagnitude
- GetTotalAEEnchantmentMagnitudeC
- GetTotalAEAlchemyMagnitude
- GetTotalAEAlchemyMagnitudeC