Difference between revisions of "SetNthEffectItemDuration"

Jump to navigation Jump to search
1,653 bytes added ,  11:14, 31 August 2007
Notes
imported>Haama
(Created)
 
imported>Haama
(Notes)
Line 2: Line 2:
         (nothing) SetNthEffectItemDuration nuDuration:long magicItem:ref whichEffect:short
         (nothing) SetNthEffectItemDuration nuDuration:long magicItem:ref whichEffect:short
         (nothing) SetNthEIDuration nuDuration:long magicItem:ref whichEffect:short
         (nothing) SetNthEIDuration nuDuration:long magicItem:ref whichEffect:short
==Notes==
* If you use a non-integar number (float; i.e., 2.5), the resulting duration will be the nearest whole number less than that number. For instance, if you set duration to 2.6 then the resulting magnitude will be 2.
* If you set the duration to 0 (really any number > -1 and < 1), the spell will have the same effects as if it had a duration of 1. That is, a '''Damage Health''' spell with a magnitude of 5 and duration of 0 will take off 5 HP. If cast on the player, the player, the spell icon(s) will not appear.
** Note that if you're using a scripted effect, it will still run. However, the spell will only run for 3 frames, rather than the full second.
* You can set the duration of a spell to a negative number (due to rounding issues, really any number <= -1), but the spell will have no effect. If cast on the player, the spell icon(s) will briefly appear.
** Note that if you're using a scripted effect, it will still run. However, the spell will only run for 3 frames, rather than the full second.
* You can set the duration of any magic item, even if it normally doesn't have a duration and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemDuration]], making it a good way to store integer data.
* (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the duration of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself.




Anonymous user

Navigation menu