Difference between revisions of "SetNthEffectMagnitude - Spell"
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imported>Egocarib (Note on persistence; form simplification) |
imported>DavidJCobb (→Notes: Clarified last edit. Hopefully.) |
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== Notes == | == Notes == | ||
*Changes made by this function will not persist across game reloads. Using a [[Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded|maintenance function]] is one way to maintain them. | *Changes made by this function will not persist across game reloads. Using a [[Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded|maintenance function]] is one way to maintain them. | ||
*If you use SetNthEffectMagnitude to change the magnitude(s) of an ability spell that has already been added to an actor, the actor will not receive those changes. This is because of how magic effects work: when the actor first received the ability, new [[ActiveMagicEffect Script|ActiveMagicEffect]] instances were created on that actor based on data ''copied from'' the spell's defined magic effects. To update those ActiveMagicEffects, you have to replace them: you must [[RemoveSpell - Actor|remove]] and [[AddSpell - Actor|re-add]] the ability spell to the actor. | |||
== See Also == | == See Also == |
Latest revision as of 01:11, 7 January 2015
SKSE Member of: Ingredient Script, Potion Script, Scroll Script, Spell Script
Sets the magnitude of the specified effect.
Syntax[edit | edit source]
Function SetNthEffectMagnitude(int index, float value) native
Parameters[edit | edit source]
- index: The index of the Magic Effect to change.
- value: The Magnitude to set the Magic Effect to.
Notes[edit | edit source]
- Changes made by this function will not persist across game reloads. Using a maintenance function is one way to maintain them.
- If you use SetNthEffectMagnitude to change the magnitude(s) of an ability spell that has already been added to an actor, the actor will not receive those changes. This is because of how magic effects work: when the actor first received the ability, new ActiveMagicEffect instances were created on that actor based on data copied from the spell's defined magic effects. To update those ActiveMagicEffects, you have to replace them: you must remove and re-add the ability spell to the actor.