GetNthActiveEffectMagnitude

From the Oblivion ConstructionSet Wiki
Revision as of 03:20, 26 November 2007 by imported>Haama (→‎See Also: More links)
Jump to navigation Jump to search

A command for Oblivion Script Extender

Syntax:

(magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
(magnitude:long)  reference.GetNthAEMagnitude whichEffect:long

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

Example

short EffectMag
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.

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.
    • 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