Difference between revisions of "SetNthActiveEffectMagnitude"
→Notes: Updated notes
imported>Haama (Created) |
imported>Haama (→Notes: Updated notes) |
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*This sets the magnitude applied to the actor, but not the original from the spell. | *This sets the magnitude applied to the actor, but not the original from the spell. | ||
*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. | ||
** | **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). | ||
*This function seems to work for some magic effects (Sun Damage), but not others. For example, the Shield magic effect will show an updated magnitude, but won't actually change the defensive bonus. | |||
**It's unclear which effects work, which won't, and why they won't work. Any experiments and mods using this function can help - [http://www.bethsoft.com/bgsforums/index.php?showtopic=779655 just leave a note on the OBSE thread]. | |||
==See Also== | ==See Also== |