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Revision as of 03:42, 15 October 2013 by Shadooow (talk | contribs) (removed the remark about ability decreases not stacking - they do in 1.69)
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EffectAbilityDecrease(int, int)

Creates an ability decreasing effect on specified ability score.

effect EffectAbilityDecrease(
    int nAbility,
    int nModifyBy





This is the amount by which to decrement the ability score.


Removes specified amount nModifyBy from nAbility score on an object. nModifyBy must be a positive number less than 10; if a negative number is passed, nothing occurs.

The target this effect is applied to must be a creature for it to work. This effect cannot be applied instantly, only temporarily or permanently.


It is unknown if multiple penalties to statistics on items stack or not, and likely not.

Effect functions are Constructors, which are special methods that help construct effect "objects". You can declare and link effects, and apply them using an ApplyEffectToObject() Command. Once applied, each effect can be got seperately via. looping valid effects on the target (GetFirst/NextEffect()). See the Effect Tutorial for more details.




// Sample code for applying 1 strength damage to a target
void main()
    // This is the Object to apply the effect to.
    object oTarget = OBJECT_SELF;
    // Create the effect to apply
    effect eDrain = EffectAbilityDecrease(ABILITY_STRENGTH, 1);
    // Create the visual portion of the effect. This is instantly
    // applied and not persistant with wether or not we have the
    // above effect.
    effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
    // Apply the visual effect to the target
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    // Apply the effect to the object   
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDrain, oTarget);

See Also




ABILITY_* Constants

 author: Jody Fletcher, editor: Jasperre, additional contributor(s): Matthew Miller, Jeremy Hinkle, LeegleechN, Charles Feduke, Jasperre