Difference between revisions of "GetNthActiveEffectMagnitude"

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1,120 bytes added ,  23:22, 25 November 2007
Notes
imported>Haama
(→‎See Also: Added Total link)
imported>Haama
(Notes)
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  set EffectMag to (player.GetNthActiveEffectMagnitude 0)
  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.
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
**#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?
**#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==
==See Also==
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