Difference between revisions of "GetNthActiveEffectMagnitude"

1,357 bytes added ,  14:35, 31 May 2008
references are optional, at least in Object scripts...
imported>Haama
(Fixed example)
imported>DragoonWraith
(references are optional, at least in Object scripts...)
 
(7 intermediate revisions by 2 users not shown)
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'''Syntax:'''
'''Syntax:'''
  (magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
  (magnitude:long)  ''reference.''GetNthActiveEffectMagnitude whichEffect:long
  (magnitude:long)  reference.GetNthAEMagnitude whichEffect:long
  (magnitude:long)  ''reference.''GetNthAEMagnitude whichEffect:long


Returns the magnitude of the Nth Active Effect on the reference.
Returns the magnitude of the Nth Active Effect on the reference.
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  set EffectMag to (player.GetNthActiveEffectMagnitude 0)
  set EffectMag to (player.GetNthActiveEffectMagnitude 0)
If the player currently has two '''Shield''' effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.
If the player currently has two '''Shield''' effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.
==Notes==
*This returns the magnitude applied to the NPC, but not the original from the spell.
**For scripted effects (and for example), if you set the magnitude of a scripted effect to a non-zero number, this will still return 0. Presumably, this is because scripted effects aren't meant to have non-zero magnitudes, and no magnitude is applied to the NPC when it hits.
**Resistances: This may or may not include resistances.
*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==
* [[Magic Effects List]]
* [[Magic Effects List]]
* [[ModNthActiveEffectMagnitude]]
* [[SetNthActiveEffectMagnitude]]
* [[GetTotalActiveEffectMagnitude]]
* [[GetTotalActiveEffectMagnitudeC]]
* [[GetActiveEffectCount]]
* [[GetActiveEffectCount]]
* [[GetNthActiveEffectCode]]
* [[GetNthActiveEffectCode]]
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]