Difference between revisions of "AddFullEffectItem"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>WereWolf
imported>DragoonWraith
(fixing extra spacing)
 
(5 intermediate revisions by 3 users not shown)
Line 4: Line 4:
(Due to wiki limitations, the following has been broken into two lines, but is really one.)
(Due to wiki limitations, the following has been broken into two lines, but is really one.)
  (index:short) AddFullEffectItem nuEffect:chars magnitude:long area:long
  (index:short) AddFullEffectItem nuEffect:chars magnitude:long area:long
duration:long range:short magicItem:ref
                                duration:long range:short magicItem:ref


Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range.
Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range.


==Notes==
{{OBSE Magic Range Codes}}
* Uses the 4 letter codes for the magic effects listed in the CS.
== Notes ==
 
* Uses the 4 letter codes for the [[Magic Effects List|magic effects]] listed in the CS.
* Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other.
* Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other.
* Potions will only show up to 8 effects, but all of the effects will still apply when used, and can be accessed with any '''GetNthEffectItem...''' function.
* Potions will only show up to 8 effects, but all of the effects will still apply when used, and can be accessed with any '''GetNthEffectItem...''' function.
** Untested for other magic items
** Untested for other magic items.
* Adding a hostile effect to a Spell which previously had none will not make the Spell hostile. Use [[SetSpellHostile]] to update the hostility.


==See Also==
== See Also ==
* [[Magic Effects List]]
* [[Magic Effects List]]
* [[AddEffectItem]]
* [[AddEffectItem]]
Line 24: Line 27:
[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Effect Item (OBSE)]]

Latest revision as of 01:31, 15 January 2009

A command for Oblivion Script Extender

Syntax: (Due to wiki limitations, the following has been broken into two lines, but is really one.)

(index:short) AddFullEffectItem nuEffect:chars magnitude:long area:long
                                duration:long range:short magicItem:ref

Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range.

Range Codes:
 0:    Self
 1:    Touch
 2:    Target


Notes[edit | edit source]

  • Uses the 4 letter codes for the magic effects listed in the CS.
  • Magic items include Potions, Ingredients, Spells and Enchantments. They do not include Sigil Stones or Soulgems. Also note that the Enchantment refers to the base enchantment. If the enchantment is on two items changing it on one item will change it on the other.
  • Potions will only show up to 8 effects, but all of the effects will still apply when used, and can be accessed with any GetNthEffectItem... function.
    • Untested for other magic items.
  • Adding a hostile effect to a Spell which previously had none will not make the Spell hostile. Use SetSpellHostile to update the hostility.

See Also[edit | edit source]