GetNthActiveEffectMagicItemIndex

Revision as of 01:54, 27 November 2007 by imported>Haama (→‎Notes: More on how Active Effects stack)

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.
    • 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