Background for Skyrim SE

ActiveMagicEffect


Inheritance Tree

No indexed scripts extend this script.

Properties
Events
Functions
voidfunctionAddInventoryEventFilter(FormakFilter)Native

Add an inventory event filter to this effect. Item added/removed events matching the
specified form (or in the specified form list) will now be let through.

voidfunctionDispel()Native

Will dispel this active magic effect.

MagicEffectfunctionGetBaseObject()Native

Obtains the MagicEffect this active magic effect is based on.

ActorfunctionGetCasterActor()Native

Obtains the Actor that cast the spell this effect is from.

ActorfunctionGetTargetActor()Native

Obtains the Actor this active magic effect is applied to.

boolfunctionRegisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

Register for the specified animation event from the specified object - returns true if it successfully registered

voidfunctionRegisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

Register for LOS gain and lost events between the viewer and the target
A loss or gain event will be sent immediately, depending on whether or not the viewer is already looking at the target or not
If the viewer is not the player, the target must be another actor

voidfunctionRegisterForSingleLOSGain(ActorakViewer, ObjectReferenceakTarget)Native

Register for only the first LOS gain event between the viewer and the target
If the viewer is already looking at the target, an event will be received almost immediately
If the viewer is not the player, the target must be another actor

voidfunctionRegisterForSingleLOSLost(ActorakViewer, ObjectReferenceakTarget)Native

Register for only the first LOS lost event between the viewer and the target
If the viewer is already not looking at the target, an event will be received almost immediately
If the viewer is not the player, the target must be another actor

voidfunctionRegisterForSingleUpdate(floatafInterval)Native

Register for a single OnUpdate event, in afInterval seconds. All scripts attached to this magic effect will get the update events
Of course, this means you don't need to call UnregisterForUpdate()
If you find yourself doing this:
Event OnUpdate()
UnregisterForUpdate()
{Do some stuff}
endEvent
Then you should use RegisterForSingleUpdate instead

voidfunctionRegisterForSleep()Native

Registers this magic effect to receive events when the player sleeps and wakes up

voidfunctionRegisterForTrackedStatsEvent()Native

Registers this alias to receive events when tracked stats are updated

voidfunctionRegisterForUpdate(floatafInterval)Native

Register for OnUpdate events, every X seconds, where X is the interval. All scripts attached to this magic effect will get the update events

voidfunctionRegisterForUpdateGameTime(floatafInterval)Native

Register for OnUpdateGameTime events, every X hours of game time, where X is the interval. All scripts attached to this magic effect will get the update events

voidfunctionRegisterForSingleUpdateGameTime(floatafInterval)Native

Register for a single OnUpdateGameTime event, in afInterval hours of game time. All scripts attached to this magic effect will get the update events

voidfunctionRemoveAllInventoryEventFilters()Native

Remove all inventory event filters from this effect - all item added/removed events will now be received

voidfunctionRemoveInventoryEventFilter(FormakFilter)Native

Remove an inventory event filter from this effect. Item added/removed events matching the
specified form (or in the specified form list) will no longer be let through.

voidfunctionStartObjectProfiling()Native

Turns on profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off

voidfunctionStopObjectProfiling()Native

Turns off profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off

voidfunctionUnregisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

Unregister for any LOS events between the viewer and target

voidfunctionUnregisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

Unregister for the specified animation event from the specified object

voidfunctionUnregisterForSleep()Native

Unregisters this magic effect to receive events when the player sleeps and wakes up

voidfunctionUnregisterForTrackedStatsEvent()Native

Unregisters this magic effect from receiving events when tracked stats are updated

voidfunctionUnregisterForUpdate()Native

Unregister for OnUpdate events, all attached scripts will stop getting update events

voidfunctionUnregisterForUpdateGameTime()Native

Unregister for OnUpdateGameTime events, all attached scripts will stop getting update game time events

floatfunctionGetDuration()Native

Returns the Duration of the Active Magic Effect.

floatfunctionGetTimeElapsed()Native

Returns the Elapsed time of the Active Magic Effect.

voidfunctionRegisterForKey(intkeyCode)Native

Registers for OnKeyDown and OnKeyUp events for the given keycode.

voidfunctionUnregisterForKey(intkeyCode)Native
voidfunctionUnregisterForAllKeys()Native
voidfunctionRegisterForControl(stringcontrol)Native

Registers for OnControlDown and OnControlUp events for the given control.
For a list of valid controls, see Input.psc.

voidfunctionUnregisterForControl(stringcontrol)Native
voidfunctionUnregisterForAllControls()Native
voidfunctionRegisterForMenu(stringmenuName)Native

Registers for OnMenuOpen and OnMenuClose events for the given menu.
Registrations have to be refreshed after each game load.
For a list of valid menu names, see UI.psc.

voidfunctionUnregisterForMenu(stringmenuName)Native
voidfunctionUnregisterForAllMenus()Native
voidfunctionRegisterForModEvent(stringeventName, stringcallbackName)Native

Registers a custom event callback for given event name.
Registrations have to be refreshed after each game load.

Examples:
RegisterForModEvent("myCustomEvent", "MyModEventCallback")

Event signature of custom event callbacks:
Event MyModEventCallback(string eventName, string strArg, float numArg, Form sender)
endEvent

voidfunctionUnregisterForModEvent(stringeventName)Native
voidfunctionUnregisterForAllModEvents()Native
voidfunctionSendModEvent(stringeventName, stringstrArg="", floatnumArg=0.0)Native

Sends custom event with given generic parameters.

voidfunctionRegisterForCameraState()Native

See Form.psc

voidfunctionUnregisterForCameraState()Native
voidfunctionRegisterForCrosshairRef()Native

See Form.psc

voidfunctionUnregisterForCrosshairRef()Native
voidfunctionRegisterForActorAction(intactionType)Native

See Form.psc

voidfunctionUnregisterForActorAction(intactionType)Native
voidfunctionRegisterForNiNodeUpdate()Native

Registers the script for when a QueueNiNodeUpdate is called

voidfunctionUnregisterForNiNodeUpdate()Native
floatfunctionGetMagnitude()Native

Returns the Magnitude of the Active Magic Effect.

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