Difference between revisions of "GetNthActiveEffectTimeElapsed"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Haama
(Notes)
imported>Tejón
 
(3 intermediate revisions by 2 users not shown)
Line 13: Line 13:


==Notes==
==Notes==
*On the very first frame of an effect, this appears to always return 0.1 regardless of framerate.
**Further frames increment this normally; e.g. if a script's GetSecondsPassed reports 0.016, this command will return 0.116 for an effect that has been on the actor since the previous frame.
*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.
*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
**If the Magic Item has 2 of the same effect, they will be counted separately.
**#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?
**If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
**#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.)
***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==
Line 34: Line 36:
[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]

Latest revision as of 00:59, 10 June 2010

A command for Oblivion Script Extender

Syntax:

(timeElapsed:float) reference.GetNthActiveEffectTimeElapsed whichEffect:long
(timeElapsed:float) reference.GetNthAETime whichEffect:long

Returns the time that the Nth Active Effect has been applied to the reference.

Example

float EffectTimePassed
set EffectTimePassed to (player.GetNthActiveEffectTimeElapsed 0)

If the player currently has two Shield effects, the first in effect for 10 seconds and the second for 90, this will return 10.

Notes[edit | edit source]

  • On the very first frame of an effect, this appears to always return 0.1 regardless of framerate.
    • Further frames increment this normally; e.g. if a script's GetSecondsPassed reports 0.016, this command will return 0.116 for an effect that has been on the actor since the previous frame.
  • 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]