Difference between revisions of "GetNthActiveEffectCode"

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imported>Haama
(Fixed example)
imported>DragoonWraith
(AE function)
 
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  set EffectCode to (player.GetNthActiveEffectCode 0)
  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).
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.
***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).


==See Also==
==See Also==
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]

Latest revision as of 20:48, 1 March 2008

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[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).

See Also[edit | edit source]