GetNextEffect(object)

Determines the next active effect on a creature.

effect GetNextEffect(
    object oCreature
);

Parameters

oCreature

The creature to examine for effects


Description

Returns the next in-game effect (poisoned, cursed, etc) on oCreature, and an invalid effect if oCreature does not have any active effects.



Remarks

You must first call GetFirstEffect with the same parameter before using this function for proper operation.


Version

1.26

Example

// this code cycles through the effects active on the first PC and 
// stores whether s/he is blind or deaf; 
main()
{
   effect eEffect = GetFirstEffect(GetFirstPC());
   int blind = FALSE;
   int deaf = FALSE;
   int possibleDumb = FALSE;
   while(GetIsEffectValid(eEffect))
   {
      int nType = GetEffectType(eEffect);
      if(nType == EFFECT_TYPE_BLINDNESS)
         blind = TRUE;
      else if(nType == EFFECT_TYPE_DEAF)
         deaf = TRUE;
      eEffect = GetNextEffect(GetFirstPC());
   }

   if (deaf == TRUE && blind == TRUE)
      possibleDumb = TRUE;
}

See Also

functions: EffectSpellLevelAbsorption | GetFirstEffect | RemoveEffect
categories: Effects Functions


 author: Tom Cassiotis, editor: Charles Feduke, additional contributor(s): Marcus Lunzenauer, Jotham