About: ApplyEffectToObject   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

function ApplyEffectToObject (int nDurationType, effect eEffect, object oTarget, float fDuration=0.0f,string sEffectType="",int nEffectLevel=-1) Apply eEffect to oTarget. * Return type: void * Include file: nwscriptdefn

AttributesValues
rdfs:label
  • ApplyEffectToObject
rdfs:comment
  • function ApplyEffectToObject (int nDurationType, effect eEffect, object oTarget, float fDuration=0.0f,string sEffectType="",int nEffectLevel=-1) Apply eEffect to oTarget. * Return type: void * Include file: nwscriptdefn
  • The ApplyEffectToObject() NWScript command causes the indicated effect to affect the indicated object for the indicated duration. Not all effects are appropriate for all duration types, but this command does not enforce that; it is left up to the scripter to avoid such things. This is the primary way to inject effects (other than some visual effects) into the game.
param3desc
  • The object to which the effect will be applied.
dcterms:subject
dbkwik:nwn2/proper...iPageUsesTemplate
returns
Name
  • ApplyEffectToObject
param
  • object oTarget
  • float fDuration
  • int nDurationType
  • effect eEffect
param2desc
  • The effect that will be applied.
param1desc
  • A DURATION_TYPE_* constant, indicating whether the effect is to be applied instantly , temporarily , or permanently .
dbkwik:nwn/property/wikiPageUsesTemplate
param4desc
  • The time for which the effect will persist. This only applies if the duration type is temporary.
param4default
  • 0(xsd:integer)
abstract
  • function ApplyEffectToObject (int nDurationType, effect eEffect, object oTarget, float fDuration=0.0f,string sEffectType="",int nEffectLevel=-1) Apply eEffect to oTarget. * Return type: void * Include file: nwscriptdefn
  • The ApplyEffectToObject() NWScript command causes the indicated effect to affect the indicated object for the indicated duration. Not all effects are appropriate for all duration types, but this command does not enforce that; it is left up to the scripter to avoid such things. This is the primary way to inject effects (other than some visual effects) into the game.
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