effect (Data Type)¶
- Table of contents
- effect (Data Type)
- Technical Notes
(Please note that all members of this datatype are available in memory at all times and never require a server or cache check.)
The best way to acquire an effect datatype object is via the Effect member or QueryEffects method of character.
- int ID
- int MainIconID
- int BackDropIconID
- int CurrentIncrements
- Returns: Beneficial, Detrimental, or Unknown
- This is the current duration of the effect in seconds.
- This is the maximum duration of the effect in seconds.
- If the effect "details" are not already stored in a cache, then this will return FALSE until it is available. Script writers are encouraged to utilize the logic shown in the sample included with the Knowledgebase article "Iterating Effects and Handling 'effectinfo' Aquisition".
- effectinfo ToEffectInfo
- If the effect "details" are not already stored in a cache, then this will return NULL until it is available. Script writers are encouraged to utilize the logic shown in the sample included with the Knowledgebase article "Iterating Effects and Handling 'effectinfo' Aquisition".
- (Note: Due to how ISXEQ2 handles the acquisition of effectinfo, script writers should check IsEffectInfoAvailable until it's TRUE before using ToEffectInfo (as opposed to checking ToEffectInfo until it's not NULL.) This methodology will avoid spamming the server with requests.)
- If you log off and back on with 'duration' buffs/effects, will notice that the MaxDuration will change to reflect that. For example, a spell might have a max duration of 900 seconds. If you log off when the "Duration" is 850, then when log back on, the MaxDuration will say 850 and Duration will tick down from there. This is how SOE keeps your buffs/effects from timing away while you're offline.
- The MainIconID and BackDropIconID members will match the corresponding values found via the ability datatype.
- The Duration and MaxDuration members are only available for effects on the current player character.