GetNthActiveEffectMagicItemIndex

Revision as of 01:17, 26 November 2007 by imported>Haama (Created)
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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

  • 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
      1. 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?
      2. 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.)

See Also