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Each effect that you're allowed to place on an object actually has a constructor within the scripting language that you are then alllowed to use in ApplyEffectToObject().

For your own sanity it is worth using TagEffect to make an effect uniquely identifiable later unless it is a temporary or spell script effect.


effect eConPenalty = EffectAbilityDecrease(ABILITY_CONSTITUTION, 1);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConPenalty, oTargetPC);

See Also


Effect Functions


EFFECT_TYPE_* Constants