Difference between revisions of "GetNthActiveEffectMagnitude"
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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== |