Difference between revisions of "GetNthActiveEffectCode"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Haama
(Notes)
imported>Haama
(→‎Notes: More on how Active Effects stack)
Line 14: Line 14:
==Notes==
==Notes==
*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.
*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
**If the Magic Item has 2 of the same effect, they will be counted separately.
**#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?
**If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
**#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.)
***The only exception is scripted effects with the same script. Generally, only the first one's data (Magic Item Index, Caster, etc.) will be used.


==See Also==
==See Also==

Revision as of 01:53, 27 November 2007

A command for Oblivion Script Extender

Syntax:

(effectCode:long) reference.GetNthActiveEffectCode whichEffect:long
(effectCode:long) reference.GetNthAECode whichEffect:long

Returns the effect of the Nth Active Effect on the reference.

Example

long EffectCode
set EffectCode to (player.GetNthActiveEffectCode 0)

If the player currently has the effects Shield, Restore Health, and Shield, in that order, this will return the code for Shield (code for Restore Health if whichEffect is 1, and code for Shield if whichEffect is 2).

Notes

  • 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.
      • The only exception is scripted effects with the same script. Generally, only the first one's data (Magic Item Index, Caster, etc.) will be used.

See Also