GetTotalActiveEffectMagnitudeC

From the Oblivion ConstructionSet Wiki
Revision as of 00:33, 26 November 2007 by imported>Haama (→‎See Also: Added code links)
Jump to navigation Jump to search

A command for Oblivion Script Extender

Syntax:

(totalMag:long) reference.GetTotalActiveEffectMagnitudeC effectCode:long
(totalMag:long) reference.GetTotalAEMagnitudeC effectCode:long

Returns the total magnitude of all Active Effects with a given code on the reference.

Example

short EffectMag
long EffectCode
set EffectCode to (GetMagicEffectCode SHLD)
set EffectMag to (player.GetTotalActiveEffectMagnitude EffectCode)

If the player currently has one Shield effect at 10 magnitude and another at 90, this will return 100.

See Also