Search results

  • | origin = OBSE | summary = Returns the magic effect's name.ALTALIAS.
    639 bytes (61 words) - 00:55, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's model.ALTALIAS.
    645 bytes (61 words) - 00:57, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's icon.ALTALIAS.
    639 bytes (61 words) - 00:56, 9 August 2010
  • | origin = OBSE | summary = Returns the 4-character code for a magic effect.
    498 bytes (51 words) - 00:40, 9 August 2010
  • | origin = OBSE | summary = Returns the 4-character code for a magic effect.
    502 bytes (51 words) - 00:40, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's light.ALTALIAS.
    642 bytes (61 words) - 01:01, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's casting cound.ALTALIAS.
    685 bytes (62 words) - 01:02, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's enchant shader.ALTALIAS.
    691 bytes (62 words) - 01:01, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's area sound.ALTALIAS.
    667 bytes (62 words) - 01:05, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's hit shader.ALTALIAS.
    667 bytes (62 words) - 01:00, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's hit sound.ALTALIAS.
    661 bytes (62 words) - 01:04, 9 August 2010
  • | origin = OBSE | summary = Returns the magic effect's bolt sound.ALTALIAS.
    667 bytes (62 words) - 01:03, 9 August 2010
  • | origin = OBSE | summary = Given an effect code, returns the effect setting matching that code.
    521 bytes (54 words) - 00:40, 9 August 2010
  • | origin = OBSE | summary = Returns the number of counter-effects for the magic effect.ALTALIAS.
    700 bytes (65 words) - 01:11, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's resist value.ALTALIAS.
    804 bytes (72 words) - 01:31, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's base cost.ALTALIAS.
    744 bytes (68 words) - 01:31, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's enchant factor.ALTALIAS.
    779 bytes (68 words) - 01:32, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's projectile speed.ALTALIAS.
    781 bytes (68 words) - 01:34, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's icon.ALTALIAS.
    717 bytes (67 words) - 00:58, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's model.ALTALIAS.
    724 bytes (67 words) - 00:59, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's name.ALTALIAS.
    717 bytes (67 words) - 00:58, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's school.ALTALIAS.
    729 bytes (67 words) - 01:30, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's other actor value.ALTALIAS.
    823 bytes (73 words) - 01:34, 9 August 2010
  • | origin = OBSE ...a string representing a four-letter effect code (e.g. "REHE"), returns the effect setting matching that code.
    572 bytes (61 words) - 00:41, 9 August 2010
  • | origin = OBSE ...containing the effect codes of all counter-effects for the specified magic effect.ALTALIAS.
    735 bytes (71 words) - 00:54, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's hit sound.ALTALIAS.
    740 bytes (68 words) - 01:07, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's bolt sound.ALTALIAS.
    747 bytes (68 words) - 01:06, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's casting sound.ALTALIAS.
    768 bytes (68 words) - 01:05, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's enchant shader.ALTALIAS.
    775 bytes (68 words) - 01:11, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's area sound.ALTALIAS.
    747 bytes (68 words) - 01:08, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's hit shader.ALTALIAS.
    747 bytes (68 words) - 01:10, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's light.ALTALIAS.
    718 bytes (67 words) - 01:08, 9 August 2010
  • | origin = OBSE | summary = Sets the magic effect's used object.ALTALIAS.
    754 bytes (68 words) - 01:09, 9 August 2010
  • (FXPersists:bool) MagicEffectFXPersists effect:chars Returns whether the magic effect's graphics effects persist.
    421 bytes (47 words) - 21:03, 1 March 2008
  • (FXPersists:bool) MagicEffectFXPersistsC effect:long Returns whether the magic effect's graphics effects persist.
    420 bytes (47 words) - 21:03, 1 March 2008
  • | origin = OBSE | summary = Sets whether the magic effect has no hit effect.ALTALIAS.
    774 bytes (71 words) - 01:29, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses an actor value.ALTALIAS.
    794 bytes (71 words) - 01:28, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is banned from ingredients.ALTALIAS.
    789 bytes (71 words) - 01:24, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is allowed for Enchanting.ALTALIAS.
    794 bytes (71 words) - 01:23, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is allowed for Spellmaking.ALTALIAS.
    801 bytes (71 words) - 01:22, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect treats its magnitude as a percentage.ALTALIAS.
    823 bytes (73 words) - 01:16, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses an armor.ALTALIAS.
    758 bytes (70 words) - 01:25, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect has no magnitude.ALTALIAS.
    773 bytes (70 words) - 01:20, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses an attribute.ALTALIAS.
    786 bytes (70 words) - 01:27, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is detrimental.ALTALIAS.
    783 bytes (69 words) - 01:15, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses a creature.ALTALIAS.
    778 bytes (70 words) - 01:26, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is hostile.ALTALIAS.
    755 bytes (69 words) - 01:14, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses a skill.ALTALIAS.
    757 bytes (70 words) - 01:27, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect uses a weapon.ALTALIAS.
    764 bytes (70 words) - 01:24, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect has persistent effects.ALTALIAS.
    773 bytes (70 words) - 01:21, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect has no area.ALTALIAS.
    738 bytes (70 words) - 01:21, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect has no duration.ALTALIAS.
    766 bytes (70 words) - 01:19, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect can recover.ALTALIAS.
    762 bytes (69 words) - 01:14, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is allowed to be cast on self.ALTALIAS.
    798 bytes (74 words) - 01:17, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is allowed to be cast with a touch.ALTALIAS.
    809 bytes (75 words) - 01:17, 9 August 2010
  • | origin = OBSE | summary = Sets whether the magic effect is allowedt to be cast on a target.ALTALIAS.
    815 bytes (75 words) - 01:18, 9 August 2010
  • (magicSchool:short) GetMagicEffectSchool effect:chars (magicSchool:short) GetMESchool effect:chars
    657 bytes (68 words) - 19:09, 21 March 2008
  • | origin = OBSE | summary = Returns the actor value treated as the resistance to this effect.ALTALIAS.
    742 bytes (71 words) - 01:12, 9 August 2010
  • | origin = OBSE ...to the magic effect, where N is the 0-based index. The counter is a magic effect referred to by code, rather than formID.
    863 bytes (88 words) - 19:02, 9 November 2010
  • | origin = OBSE | summary = Adds a counter-effect to the magic effect.ALTALIAS.
    763 bytes (69 words) - 00:53, 9 August 2010
  • | origin = OBSE | summary = Removes the ''n''th counter-effect for the magic effect.ALTALIAS.
    798 bytes (70 words) - 00:52, 9 August 2010
  • | origin = OBSE ...rns the name of the nth effect item, provided that effect item is a script effect.
    601 bytes (64 words) - 23:36, 8 August 2010
  • | origin = OBSE | summary = Sets the magic effect's barter factor.ALTALIAS.
    896 bytes (91 words) - 22:50, 5 October 2011
  • (onTargetAllowed:bool) IsMagicEffectOnTargetAllowed effect:chars (onTargetAllowed:bool) IsMEOnTargetAllowed effect:chars
    492 bytes (54 words) - 20:59, 1 March 2008
  • (onTargetAllowed:bool) IsMagicEffectOnTargetAllowedC effect:long (onTargetAllowed:bool) IsMEOnTargetAllowedC effect:long
    491 bytes (54 words) - 20:59, 1 March 2008
  • (onTouchAllowed:bool) IsMagicEffectOnTouchAllowed effect:chars (onTouchAllowed:bool) IsMEOnTouchAllowed effect:chars
    486 bytes (54 words) - 09:01, 11 July 2010
  • (onTouchAllowed:bool) IsMagicEffectOnTouchAllowedC effect:long (onTouchAllowed:bool) IsMEOnTouchAllowedC effect:long
    485 bytes (54 words) - 09:02, 11 July 2010
  • (objectID:ref) GetMagicEffectUsedObject effect:chars (objectID:ref) GetMEUsedObject effect:chars
    561 bytes (64 words) - 20:32, 1 March 2008
  • (objectID:ref) GetMagicEffectUsedObjectC effect:long (objectID:ref) GetMEUsedObjectC effect:long
    560 bytes (64 words) - 20:32, 1 March 2008
  • (isMagPercent:bool) IsMagicEffectMagnitudePercent effect:chars (isMagPercent:bool) IsMEMagnitudePercent effect:chars
    495 bytes (53 words) - 20:59, 1 March 2008
  • (isMagPercent:bool) IsMagicEffectMagnitudePercentC effect:long (isMagPercent:bool) IsMEMagnitudePercentC effect:long
    494 bytes (53 words) - 20:59, 1 March 2008
  • (hasNoArea:bool) MagicEffectHasNoArea effect:chars (hasNoArea:bool) MEHasNoArea effect:chars
    462 bytes (54 words) - 21:03, 1 March 2008
  • (isForSpellMaking:bool) IsMagicEffectForSpellmakingC effect:long (isForSpellMaking:bool) IsMEForSpellmakingC effect:long
    497 bytes (55 words) - 20:59, 1 March 2008
  • (hasNoArea:bool) MagicEffectHasNoAreaC effect:long (hasNoArea:bool) MEHasNoAreaC effect:long
    461 bytes (54 words) - 21:03, 1 March 2008
  • (usesAttribute:bool) MagicEffectUsesAttribute effect:chars (usesAttribute:bool) MEUsesAttribute effect:chars
    476 bytes (52 words) - 21:02, 1 March 2008
  • (hasNoDuration:bool) MagicEffectHasNoDuration effect:chars (hasNoDuration:bool) MEHasNoDuration effect:chars
    486 bytes (54 words) - 21:03, 1 March 2008
  • (usesAttribute:bool) MagicEffectUsesAttributeC effect:long (usesAttribute:bool) MEUsesAttributeC effect:long
    475 bytes (52 words) - 21:02, 1 March 2008
  • (hasNoDuration:bool) MagicEffectHasNoDurationC effect:long (hasNoDuration:bool) MEHasNoDurationC effect:long
    485 bytes (54 words) - 21:03, 1 March 2008
  • (onSelfAllowed:bool) IsMagicEffectOnSelfAllowed effect:chars (onSelfAllowed:bool) IsMEOnSelfAllowed effect:chars
    480 bytes (54 words) - 20:59, 1 March 2008
  • (onSelfAllowed:bool) IsMagicEffectOnSelfAllowedC effect:long (onSelfAllowed:bool) IsMEOnSelfAllowedC effect:long
    479 bytes (54 words) - 08:35, 9 August 2010
  • (hasNoMag:bool) MagicEffectHasNoMagnitude effect:chars (hasNoMag:bool) MEHasNoMagnitude effect:chars
    480 bytes (54 words) - 21:02, 1 March 2008
  • (hasNoMag:bool) MagicEffectHasNoMagnitudeC effect:long (hasNoMag:bool) MEHasNoMagnitudeC effect:long
    479 bytes (54 words) - 21:02, 1 March 2008
  • (isForSpellMaking:bool) IsMagicEffectForSpellmaking effect:chars (isForSpellMaking:bool) IsMEForSpellmaking effect:chars
    498 bytes (55 words) - 20:59, 1 March 2008
  • | origin = OBSE ...= Returns the base object associated with the specified Bound Item active effect.
    588 bytes (58 words) - 23:42, 8 August 2010
  • (hasNoHitEffect:bool) MagicEffectHasNoHitEffect effect:chars (hasNoHitEffect:bool) MEHasNoHitEffect effect:chars
    494 bytes (56 words) - 21:02, 1 March 2008
  • (hasNoHitEffect:bool) MagicEffectHasNoHitEffectC effect:long (hasNoHitEffect:bool) MEHasNoHitEffectC effect:long
    493 bytes (56 words) - 21:02, 1 March 2008
  • | origin = OBSE ...he equipped enchanted object, if any, responsible for the specified active effect.
    608 bytes (59 words) - 23:39, 8 August 2010
  • | origin = OBSE | summary = Returns the name of the specified active effect, i.e. "Fortify Strength".
    606 bytes (62 words) - 23:37, 8 August 2010
  • (usesArmor:bool) MagicEffectUsesArmorC effect:long (usesArmor:bool) MEUsesArmorC effect:long
    448 bytes (51 words) - 21:02, 1 March 2008
  • (hasNoIngredient:bool) MagicEffectHasNoIngredient effect:chars (hasNoIngredient:bool) MEHasNoIngredient effect:chars
    483 bytes (52 words) - 21:02, 1 March 2008
  • (isDetrimental:bool) IsMagicEffectDetrimental effect:chars (isDetrimental:bool) IsMEDetrimental effect:chars
    475 bytes (52 words) - 21:00, 1 March 2008
  • (isDetrimental:bool) IsMagicEffectDetrimentalC effect:long (isDetrimental:bool) IsMEDetrimentalC effect:long
    474 bytes (52 words) - 21:00, 1 March 2008
  • (isForEnchanting:bool) IsMagicEffectForEnchanting effect:chars (isForEnchanting:bool) IsMEForEnchanting effect:chars
    492 bytes (54 words) - 21:00, 1 March 2008
  • (isForEnchanting:bool) IsMagicEffectForEnchantingC effect:long (isForEnchanting:bool) IsMEForEnchantingC effect:long
    491 bytes (54 words) - 20:59, 1 March 2008
  • (usesArmor:bool) MagicEffectUsesArmor effect:chars (usesArmor:bool) MEUsesArmor effect:chars
    449 bytes (51 words) - 21:02, 1 March 2008
  • Returns the number of magic effect items. [[Category:Functions]]
    579 bytes (61 words) - 11:15, 15 September 2008
  • | origin = OBSE | summary = Sets the name of the scripted effect.
    651 bytes (61 words) - 23:37, 8 August 2010
  • (usesOtherActorVal:bool) MagicEffectUsesOtherActorValue effect:chars (usesOtherActorVal:bool) MEUsesOtherActorValue effect:chars
    540 bytes (61 words) - 21:01, 1 March 2008
  • (usesOtherActorVal:bool) MagicEffectUsesOtherActorValueC effect:long (usesOtherActorVal:bool) MEUsesOtherActorValueC effect:long
    539 bytes (61 words) - 21:01, 1 March 2008
  • (projectileSpeed:float) GetMagicEffectProjectileSpeed effect:chars (projectileSpeed:float) GetMEProjSpeed effect:chars
    558 bytes (59 words) - 19:09, 21 March 2008
  • | origin = OBSE ...t be removed until the next gamemode frame, so the indexes into an actor's effect list do not change immediately.
    753 bytes (88 words) - 23:41, 8 August 2010
  • (isHostile:bool) IsMagicEffectHostile effect:chars (isHostile:bool) IsMEHostile effect:chars
    501 bytes (58 words) - 20:59, 1 March 2008
  • (usesCreature:bool) MagicEffectUsesCreature effect:chars (usesCreature:bool) MEUsesCreature effect:chars
    469 bytes (52 words) - 21:01, 1 March 2008
  • (usesCreature:bool) MagicEffectUsesCreatureC effect:long (usesCreature:bool) MEUsesCreatureC effect:long
    468 bytes (52 words) - 21:01, 1 March 2008
  • (usesSkill:bool) MagicEffectUsesSkill effect:chars (usesSkill:bool) MEUsesSkill effect:chars
    451 bytes (52 words) - 21:01, 1 March 2008
  • (usesSkill:bool) MagicEffectUsesSkillC effect:long (usesSkill:bool) MEUsesSkillC effect:long
    450 bytes (52 words) - 21:01, 1 March 2008
  • (usesWeapon:bool) MagicEffectUsesWeapon effect:chars (usesWeapon:bool) MEUsesWeapon effect:chars
    457 bytes (52 words) - 21:01, 1 March 2008
  • (usesWeapon:bool) MagicEffectUsesWeaponC effect:long (usesWeapon:bool) MEUsesWeaponC effect:long
    456 bytes (52 words) - 21:01, 1 March 2008
  • | origin = OBSE ...rence to the creature associated with the specified Summon Creature active effect.
    607 bytes (60 words) - 23:42, 8 August 2010
  • | origin = OBSE ...id effect codes and nothing else. The function returns 1 if the new counter-effects were successfully applied, 0 otherwise.ALTALIAS.
    1 KB (113 words) - 00:55, 9 August 2010
  • (hasNoIngredient:bool) MagicEffectHasNoIngredientC effect:long (hasNoIngredient:bool) MEHasNoIngredientC effect:long
    483 bytes (52 words) - 21:02, 1 March 2008
  • (isCanRecover:bool) IsMagicEffectCanRecover effect:chars (isCanRecover:bool) IsMECanRecover effect:chars
    471 bytes (53 words) - 21:00, 1 March 2008
  • (isCanRecover:bool) IsMagicEffectCanRecoverC effect:long (isCanRecover:bool) IsMECanRecoverC effect:long
    470 bytes (53 words) - 21:00, 1 March 2008
  • (barterFactor:float) GetMagicEffectBarterFactor effect:chars (barterFactor:float) GetMEEBarter effect:chars
    843 bytes (102 words) - 09:28, 10 July 2010
  • (enchantFactor:float) GetMagicEffectEnchantFactor effect:chars (enchantFactor:float) GetMEEnchant effect:chars
    716 bytes (76 words) - 19:04, 21 March 2008
  • (baseCost:float) GetMagicEffectBaseCost effect:chars (baseCost:float) GetMEBaseCost effect:chars
    854 bytes (103 words) - 19:04, 21 March 2008
  • (hasEffect:bool) MagicItemHasEffect effect:chars magicItem:ref ''actorValue:name'' (hasEffect:bool) MagicHasEffect effect:chars magicItem:ref ''actorValue:name''
    1 KB (142 words) - 20:26, 26 March 2011
  • | origin = OBSE ...he Get/SetNthActiveEffectXXX functions to operate on its associated active effect.
    698 bytes (89 words) - 23:41, 8 August 2010
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (80 words) - 20:50, 1 March 2008
  • * This value can be changed but has no effect if the spell is marked AutoCalc. See [[IsMagicItemAutoCalc]] and [[SetMagic [[Category: Functions]]
    569 bytes (66 words) - 23:02, 29 April 2008
  • ...fect - returns the magic effect code for the scripted effect item's visual effect [[Category:Functions]]
    597 bytes (62 words) - 20:42, 1 March 2008
  • * This value can be changed but have no effect if the spell is marked AutoCalc. See [[IsMagicItemAutoCalc]] and [[SetMagic [[Category: Functions]]
    581 bytes (69 words) - 21:52, 21 March 2008
  • Removes all effect items from the magic item. ...ile effects has those effects removed, it will not automatically become non-hostile. Use [[SetSpellHostile]] to update the hostility.
    612 bytes (71 words) - 11:41, 27 May 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (80 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (80 words) - 20:50, 1 March 2008
  • Returns 1 if the magic effect has a scripted item with the specified script. *As of v0014 The official OBSE docs list the arguments in the wrong order. The arguments listed above are
    671 bytes (89 words) - 21:17, 1 March 2008
  • (magicEffectCode:long) GetMagicEffectCode effect:chars (magicEffectCode:long) GetMECode effect:chars
    1 KB (194 words) - 19:51, 4 October 2010
  • Returns the index of the corresponding Active Effect for the running script effect reference. Returns, to pMagicItem, the Magic Item that the scripted effect came from.
    1 KB (129 words) - 20:49, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:51, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:49, 1 March 2008
  • Returns the total magnitude of all non-ability Active Effects with a given code on the reference. * [[Magic Effects List]]
    1 KB (82 words) - 20:51, 1 March 2008
  • | origin = OBSE ...fectXXX functions to operate on its associated active effect. If an active effect has no caster its associated value will be zero.
    761 bytes (100 words) - 23:42, 8 August 2010
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (83 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (83 words) - 20:51, 1 March 2008
  • Returns the school of the scripted effect item. {{OBSE Magic School Codes}}
    538 bytes (60 words) - 01:51, 27 March 2008
  • Sets the school of the scripted effect item. {{OBSE Magic School Codes}}
    551 bytes (62 words) - 18:29, 6 June 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (86 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:51, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (82 words) - 20:50, 1 March 2008
  • Returns the total magnitude of all non-ability Active Effects with a given code on the reference. * [[Magic Effects List]]
    1 KB (82 words) - 20:51, 1 March 2008
  • (effectCount:short) MagicItemHasEffectCount effect:chars magicItem:ref Returns the count of the specified effects on the magic item.
    888 bytes (108 words) - 21:17, 1 March 2008
  • Returns the magic effect code of the specified effect item. [[Category:Functions]]
    447 bytes (55 words) - 20:43, 1 March 2008
  • Returns the magic item which applied the Nth Active Effect to the reference. ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
    2 KB (187 words) - 20:49, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (83 words) - 20:50, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (83 words) - 20:51, 1 March 2008
  • * [[Magic Effects List]] [[Category:Functions]]
    1 KB (86 words) - 20:50, 1 March 2008
  • Returns whether the specified effect item is a scripted effect. ...e '''if GetNthEffectItemScript''' to determine if there is a script on the effect.
    680 bytes (86 words) - 20:42, 1 March 2008
  • Modifies the effect area of the specified effect item up or down. [[Category:Functions]]
    547 bytes (63 words) - 20:42, 1 March 2008
  • Gets the range of the specified effect item. {{OBSE Magic Range Codes}}
    507 bytes (60 words) - 11:57, 27 March 2008
  • Sets the range of the specified effect item. {{OBSE Magic Range Codes}}
    860 bytes (124 words) - 11:57, 27 March 2008
  • *This value can be changed but have no effect if the spell is marked AutoCalc. See [[IsMagicItemAutoCalc]] and [[SetMagi [[Category: Functions]]
    669 bytes (76 words) - 21:48, 21 March 2008
  • Returns the school of the spell, determined by the most expensive effect item. {{OBSE Magic School Codes}}
    737 bytes (106 words) - 00:00, 17 October 2008
  • Sets the name of the scripted effect. [[Category:Functions]]
    452 bytes (54 words) - 20:41, 1 March 2008
  • Sets whether the scripted effect is hostile. [[Category:Functions]]
    518 bytes (57 words) - 20:41, 1 March 2008
  • Returns whether the scripted effect is hostile. [[Category:Functions]]
    504 bytes (55 words) - 20:42, 1 March 2008
  • ...map is designed to explain the organization of the [[:Category: Functions|Functions]] and [[:Category: Function Types|Function Types]] categories. <ul><li>[[List of Functions|All Functions]] &middot; [[:Category: Function Types|Function Types]]
    7 KB (762 words) - 21:05, 31 August 2011
  • Sets the scrited effect item's visual effect. *Uses the 4 letter codes for the magic effects listed in the CS.
    633 bytes (67 words) - 13:07, 14 September 2007
  • Return the data of the Nth Active Effect on the reference. Data includes things like a summoned creature, weapon or ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
    2 KB (195 words) - 20:49, 1 March 2008
  • Modifies the duration of the specified effect item up or down. [[Category:Functions]]
    560 bytes (62 words) - 20:42, 1 March 2008
  • Modifies the magnitude of the specified effect item up or down. [[Category:Functions]]
    566 bytes (62 words) - 20:42, 1 March 2008
  • If the player currently has one '''Shield''' effect at 10 magnitude and another at 90, this will return 100. * [[Magic Effects List]]
    1 KB (112 words) - 12:15, 5 November 2011
  • ...This changes what is currently applied to the magic target and leaves the Magic Item it came from alone. ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
    2 KB (318 words) - 16:06, 21 December 2023
  • ...This changes what is currently applied to the magic target and leaves the Magic Item it came from alone. ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
    2 KB (318 words) - 16:03, 21 December 2023
  • Removes the specified effect item. ...that it does not have any left, the Spell will not automatically become non-hostile. Use [[SetSpellHostile]] to update the hostility.
    681 bytes (83 words) - 11:43, 27 May 2008
  • ...the spell to use the graphics and sound effects of the <tt>POSN</tt> magic effect instead of the effects of the spell, and causes it to be affected by Resist [[Category:Functions]]
    710 bytes (96 words) - 16:14, 26 June 2011
  • Copies the specified effect item from one magic item to another. * Magic items include Potions, Ingredients, Spells and Enchantments. They do not in
    2 KB (246 words) - 11:44, 27 May 2008
  • Returns the area of the specified effect item. [[Category:Functions]]
    502 bytes (57 words) - 20:43, 1 March 2008
  • Returns the duration of the specified effect item. [[Category:Functions]]
    530 bytes (57 words) - 20:43, 1 March 2008
  • Returns the duration of the Nth Active Effect on the reference. ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
    2 KB (212 words) - 20:49, 1 March 2008
  • Returns the index on its magic item of the Nth Active Effect on the reference. ...will return the magnitude of the first Active Effect as it appears on it's magic item.
    2 KB (222 words) - 20:49, 1 March 2008
  • If the player currently has one '''Shield''' effect at 10 magnitude and another at 90, this will return 100. * [[Magic Effects List]]
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  • Returns the magnitude of the specified effect item. *Some magic effects will return a negative magnitude, even if the magnitude is unmodifi
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  • Sets the scrited effect item's visual effect. [[Category:Functions]]
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  • Return the caster of the Nth Active Effect on the reference. If an NPC cast '''Shield''' on the player (and it's the first Active Effect), this will return the reference of the NPC.
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  • Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range. {{OBSE Magic Range Codes}}
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  • Returns the effect of the Nth Active Effect on the reference. ...om a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
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  • Copies all effect items from one magic item to another. * Magic items include Potions, Ingredients, Spells and Enchantments. They do not in
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  • Returns the count of effects with the specified effect code on the magic item. * Using '''MagicItemHasEffectCode''' on a magic item that doesn't have any effects (for instance, after using [[RemoveAllEf
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  • ...om 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.
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  • Returns whether the magic item has an effect item with the specified effect code. * Using [[MagicItemHasEffectCode]] on a magic item that doesn't have any effects (for instance, after using [[RemoveAllEf
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  • ...t - returns the refID of the script associated with the specified scripted effect [[Category:Functions]]
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  • ...r enchantment window. '''This dialog is different from the [[Magic_Effects|Magic Effects]] dialog box.''' *''Effect:'' The magic effect that you want to apply. Choose "Script Effect" to apply a custom script.
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  • Returns the time that the Nth Active Effect has been applied to the reference. If the player currently has two '''Shield''' effects, the first in effect for 10 seconds and the second for 90, this will return 10.
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  • ...e that the effect of a reference-less call is determined by the version of OBSE that the ''player'' is using, not the modder. [[Category: Functions]]
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  • ...tItem - adds a basic, empty EffectItem of the specified MagicEffect to the magic item. Uses a long value returned from GetNthEffectItemCode or GetMagicEffec Adds a basic, empty EffectItem of the specified MagicEffect to the magic item.
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  • Sets the script for the specified scripted effect item. [[Category:Functions]]
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  • Modifies the name of the scripted effect. The toReplaceAndReplaceWith string has the following format: "toReplace|r [[Category:Functions]]
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  • AddFullEffectItem - adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range. U Adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range.
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  • Effect Adds a basic, empty EffectItem of the specified MagicEffect to the magic item.
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  • {{OBSE v0015}} * In most cases, a spell is hostile so long as it has at least one hostile effect.
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  • Returns the magnitude of the Nth Active Effect on the reference. ...rn 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.
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  • ...reated using the normal script editing window, but must be marked as Magic Effect scripts in order to be used in this way. Also note that the scripted effect ...ts do not use normal begin/end blocks, since they only run while the spell effect is active on a target. They use three special block types and one special f
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  • Sets the area of the specified effect item. ...rea and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemArea]], making it a goo
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  • {{OBSE v0015}} * '''In the OBSE v0015, beta 1 documentation, only GetSpellHostile is listed, but this alias
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  • |origin = OBSE ...y describing the specified effect item. The StringMap has the following key-value pairs:
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  • (actorValue:short) GetMagicEffectOtherActorValue effect:chars (actorValue:short) GetMEOtherActorValue effect:chars
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  • (actorValue:short) GetMagicEffectOtherActorValueC effect:long (actorValue:short) GetMEOtherActorValueC effect:long
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  • If ''result'' is given, StrGetName sets strToSet to the magic effect's name (in spell, with ''index'' starting at 0), if not given, StrGetName r [[Category: Functions (OBSE)]]
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  • Sets the duration of the specified effect item * If you use a non-integar number (float; i.e., 2.5), the resulting duration will be the neares
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  • Sets the magnitude of the specified effect item. * If you use a non-integar number (float; i.e., 2.5), the resulting magnitude will be the neare
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  • SetActorRefraction 3 ; semi-transparent ...e you can't prevent the player from fast-loading their quicksave while the effect is active. As a workaround, one can use this kind of code in a quest script
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  • Sets the actor value of the specified effect item. Unlike most OBSE functions, quotes are ''not'' needed for the ActorValue string. Changes the actor value of the first effect of Ale from Drain Intelligence to Drain Strength.
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  • Gets the actor value of the specified effect item. [[Category:Functions]]
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  • Sets the actor value of the specified effect item. Changes the actor value of the first effect of Ale from Drain Intelligence to Drain Strength.
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  • Magic effects are a bundle of game effects and visual effects. The are used in sp All standard spells incorporate a single magic effect. The player can create custom spells that incorporate multiple effects. A n
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  • It is used by the [[VAMP]] magic effect, and should be applied through abilities with it, like in the vanilla Vampi ..., therefore it is preferable to use spell abilities instead of actor value functions to alter this actor value.
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  • ...rs . When an ability or disease is added it shows up as a current magical effect. When a spell or power is added it shows up as a castable power/spell. The *Be careful when using this function on non-unique actors. Adding an ability or spell to an actor adds it to the base ob
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  • ...-defined function script as a handler for the specified event. If the user-defined function script returns a value, it will be ignored. ...vents and for a list of available events to hook into, see [[Event Handler Functions]].
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  • ...th OBSE's [[:Category:Magic_Functions_-_Active_Effect_(OBSE)|Active Effect functions]] 1) 'Silently' damage an NPC, i.e. without seeing any magic effects.
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  • ==Functions== * [[List of Functions|All Functions]]
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  • ...limit is still 512. Using string_var's is a very easy way around the single-line limit, however. *** Create "NinjaRanksSpell" spell and add script effects with the effect names: Student, Genin, Chuunin, Jonin, Hokage.
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  • ...o have never seen a programming or scripting language before, but a more in-depth tutorial would be helpful to further introduce modders to this amazing <div style="text-align:right; padding: 2px;">[[Scripting Tutorial: My Second Script|Read more
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  • ...les and without. Likewise, it's possible to make a single mod for OBSE/non-OBSE users, Patch v1.2/v1.1 users, and even specific mods without creating a dep {{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|req1=[[OBSE]]}}
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  • ...o avoid requesting a feature which is already available. Some of the newer functions are not yet documented on the wiki. *Not so much an actual OBSE function, but a way to use the OBSE with the Oblivion Launcher, instead of having to create two shortcuts.
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  • ...Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 00:02, 27 June 2007 ...mething along the lines of: Basics (variable types, blocktypes, commands), Functions, Basic scripts (stuff like the [[MessageBox Tutorial]] to further show how
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  • ...ayer to fly in a more or less natural way. The script below uses velocity functions that prevent wall, ceiling, floor, and obstacle clipping. Setting up when ...asier to read, feel free to edit. Ideally, this should be made a community-authored script helping modders create efficient and realistic player flying
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  • ...ecific event. Then, when ever the associated event occurs during gameplay, OBSE will invoke your script, passing information about the event to your functi ...object, 0 if a previously-created potion has the same effects as the newly-created one (in which case the existing base object is used).</td></tr>
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  • ...he current OBSE discussion thread. Search for '''Oblivion Script Extender (OBSE)''' at the [http://www.bethsoft.com/bgsforums/index.php?showforum=25 BGS fo This wish list is a place to put ideas for inclusion in OBSE. It will be kept organized, consistent, and clean as possible. That means y
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  • #more virtual functions documented Implemented GetEquipmentSlotType. Fixed floating point return types for all functions. Considered an alpha release candidate.
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  • This is a raw list of functions that is used to generate [[List of Functions]]. At this point, there is little but function name and source. Ideally the There are four fields. Fields are separated by semi-colons. In order, the fields are:
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  • ...ise, they are called "traits" in the OBSE documentation and several script functions. This makes sense given their purpose - in XML "trait" is often used synon ...basic data types for properties - numeric and string. A number of Oblivion-specific XML entities are defined for commonly used constants of both types.
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  • ...o have never seen a programming or scripting language before, but a more in-depth tutorial would be helpful to further introduce modders to this amazing {{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|opt0=[[OBSE]]}}
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  • # [[:Category:AI Functions|AI Functions]] (25) ## [[:Category:AI Functions (CS 1.0)|AI Functions (CS 1.0)]] (24)
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  • {{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|opt0=[[OBSE]]}} ...pop-up in a menu script, how to prevent them, and why every line of the all-purpose script is needed.
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  • This page lists all scripting functions including OBSE and OBSE plugin functions. |[[:Category:Oblivion_Script_Extender|OBSE]] || [[Abs]] || Converts negative number to equivalent positive number.
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  • ...by the editors here on the Wiki will be posted here, as well as links to on-going discussions. Please be sure to use Signatures and Indentation appropri <div style="float: right; margin-left: 1em;">
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  • ...wish list. Requests for new functionality may be better directed to the [[OBSE Wish List]]. ...hrow into the mod. I'm going to try to explain this the best I can for non-tech geeks, so try to bear with me. Oblivion runs off of two things: The pr
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