Difference between revisions of "SetNthEffectMagnitude - Spell"
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imported>Egocarib (Note on persistence; form simplification) |
imported>DavidJCobb (→Notes: A friendly reminder about how to use this properly on persistent abilities that have already been applied to actors. Saw someone in one of the SKSE threads make this mistake.) |
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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. | ||
*When an ability spell is first applied to an actor (such as the player), the spell's data is copied into a new ActiveMagicEffect instance; calling SetNthEffectMagnitude on the spell will not update that ActiveMagicEffect. For the magnitude change to affect actors that already have the spell, you must [[RemoveSpell - Actor|remove]] and [[AddSpell - Actor|re-add]] the spell. | |||
== See Also == | == See Also == |
Revision as of 01:07, 7 January 2015
SKSE Member of: Ingredient Script, Potion Script, Scroll Script, Spell Script
Sets the magnitude of the specified effect.
Syntax
Function SetNthEffectMagnitude(int index, float value) native
Parameters
- index: The index of the Magic Effect to change.
- value: The Magnitude to set the Magic Effect to.
Notes
- Changes made by this function will not persist across game reloads. Using a maintenance function is one way to maintain them.
- When an ability spell is first applied to an actor (such as the player), the spell's data is copied into a new ActiveMagicEffect instance; calling SetNthEffectMagnitude on the spell will not update that ActiveMagicEffect. For the magnitude change to affect actors that already have the spell, you must remove and re-add the spell.