GetNthActiveEffectMagicItemIndex
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A command for Oblivion Script Extender
Syntax:
(index:long) reference.GetNthActiveEffectMagicItemIndex whichEffect:long (index:long) reference.GetNthAEMagicItemIndex whichEffect:long
Returns the index on its magic item of the Nth Active Effect on the reference.
Example
ref pMagicItem set pMagicItem to (player.GetNthActiveEffectMagicItem 0) set EffectIndex to (player.GetNthActiveEffectMagicItemIndex 0) GetNthEffectItemMagnitude pMagicItem EffectIndex
This will return the magnitude of the first Active Effect as it appears on it's magic item.
Notes[edit | edit source]
- 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).