These should be straightforward.
This is the right place. Added to the list of things to investigate.
Either an Event Handler for OnTrigger would be nice, or an expansion of ref.Call that allows you to run an Object script with vanilla begin/end blocks on the reference in that frame. With the latter solution, I could just Call for that script every frame in a Magic Ability script.
I'll see what can be done for this.
aString[-x] yields null.
aString[-x:-x] works fine.
Thanks, fixed.
I'll look into it.
The first text does not print. The second does.
And, after this, any other "IsKeyPressed2 0" returns true on that frame, including from a different mod.
Crazy!!
if IsKeyPressed2 0 Print "IsKeyPressed2 TRIGGERED - Before " endifdisablecontrol 6 ; Block 6if IsKeyPressed2 0 Print "IsKeyPressed2 TRIGGERED - After " Endif
Does not happen in v19b
That's weird. Investigating.
Alternately/additionally, were the various GetTotalAE's updated with built-in IsNthAEApplied?
Edit: Docs indicate GetNthAEMagicItemIndex as a shortening of GetNthActiveEffectMagicItemIndex, but it doesn't compile.
GetNthAEData appears to have been added before the active effects were fully decoded.
For a script effect, returns the script. For a bound weapon/armor, returns the base weapon/armor. For a summon, returns the base summoned creature.
The GetTotalAE cmds were updated with a final boolean arg. Pass 1 to ignore unapplied effects; omit or pass zero to include them. The arg never made it into the docs - sorry.
Yeah, the alias for GetNthActiveEffectMagicItemIndex is GetNthAEIndex.
Same thing that would happen if you tried to do it in a normal script block - most likely an error about "couldn't parse this line".