Difference between revisions of "MagicItemHasEffectCode"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Haama
(Note on crashes)
imported>WereWolf
(Fixed format & added OBSE link)
Line 1: Line 1:
A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
'''Syntax:'''
  (hasEffect:bool) MagicItemHasEffectCode effectCode:long magicItem:ref
  (hasEffect:bool) MagicItemHasEffectCode effectCode:long magicItem:ref
  (hasEffect:bool) MagicHasEffectC effectCode:long magicItem:ref
  (hasEffect:bool) MagicHasEffectC effectCode:long magicItem:ref



Revision as of 17:56, 11 September 2007

A command for Oblivion Script Extender

MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.

Syntax:

(hasEffect:bool) MagicItemHasEffectCode effectCode:long magicItem:ref
(hasEffect:bool) MagicHasEffectC effectCode:long magicItem:ref

Notes

  • Using MagicItemHasEffectCode on a magic item that doesn't have any effects (for instance, after using RemoveAllEffectItems on the item) will cause Oblivion to crash.
    • However, using MagicItemHasEffectCode on a non-magic item will not cause a crash.

See Also