Difference between revisions of "Talk:GetMagnitude - ActiveMagicEffect"
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imported>Egocarib m |
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and that should compile if you have the current SKSE source files. [[User:Egocarib|egocarib]] ([[User talk:Egocarib|talk]]) 2014-10-12T13:39:28 (EDT) | and that should compile if you have the current SKSE source files. [[User:Egocarib|egocarib]] ([[User talk:Egocarib|talk]]) 2014-10-12T13:39:28 (EDT) | ||
<br> | |||
:I also just tested the code you pasted on the main page here for GetMagnitude, it compiles fine for me in this script (attached to a MagicEffect in the CK) | |||
<source lang="papyrus"> | |||
scriptname testAME extends ActiveMagicEffect | |||
Event OnEffectStart(Actor target, Actor caster) | |||
Float Magnitude = self.GetMagnitude() | |||
Debug.Trace("This magic effect has a strength value of" +Magnitude) | |||
EndEvent | |||
</source> | |||
[[User:Egocarib|egocarib]] ([[User talk:Egocarib|talk]]) 2014-10-12T13:45:52 (EDT) | |||
Well, I had tried something like | |||
<source lang="papyrus"> | |||
MagicEffect property myEffect auto | |||
Event OnEffectStart(Actor akTarget, Actor akCaster) | |||
Float Magnitude = myEffect.GetMagnitude() | |||
Debug.Trace("This magic effect has a strength value of" +Magnitude) | |||
EndEvent | |||
</source> | |||
And the compiler complained about the function not existing, so that's why I had to go with self. I was a bit confused by the Active '''Magic Effect''' part.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2014-10-12T14:46:35 (EDT) | |||
:Yeah, that whole Magic Effect vs. Active Magic Effect thing is quite confusing :) [[User:Egocarib|egocarib]] ([[User talk:Egocarib|talk]]) 2014-10-12T16:29:01 (EDT) |
Latest revision as of 15:29, 12 October 2014
I was unable to get this to compile when pointing it to a MagicEffect type. Same deal with GetDuration. --Terra Nova2 (talk) 2014-10-12T11:37:11 (EDT)
You have to use it on an ActiveMagicEffect type (which is actually a different type than MagicEffect). I've tested this and it compiles for me using SKSE 1.7.1. For instance you can try:
ActiveMagicEffect testEffect = NONE
float testMag = testEffect.GetMagnitude()
and that should compile if you have the current SKSE source files. egocarib (talk) 2014-10-12T13:39:28 (EDT)
- I also just tested the code you pasted on the main page here for GetMagnitude, it compiles fine for me in this script (attached to a MagicEffect in the CK)
scriptname testAME extends ActiveMagicEffect
Event OnEffectStart(Actor target, Actor caster)
Float Magnitude = self.GetMagnitude()
Debug.Trace("This magic effect has a strength value of" +Magnitude)
EndEvent
egocarib (talk) 2014-10-12T13:45:52 (EDT)
Well, I had tried something like
MagicEffect property myEffect auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Float Magnitude = myEffect.GetMagnitude()
Debug.Trace("This magic effect has a strength value of" +Magnitude)
EndEvent
And the compiler complained about the function not existing, so that's why I had to go with self. I was a bit confused by the Active Magic Effect part.--Terra Nova2 (talk) 2014-10-12T14:46:35 (EDT)