Warning

There are some non-default behaviors currently here.

Effect

Ability(ability, amount)

Creates an ability increase/decrease effect on specified ability score.

Parameters:
  • ability (int) – ABILITY_*
  • amount (int) – If less than 0 effect will cause an ability decrease, if greater than 0 an ability increase.
Return type:

Invalid effect if amount is 0, or the ability is an invalid type.

ArmorClass(amount[, modifier_type])

Creates an AC increase/decrease effect.

Parameters:
  • amount (int) – If < 0 effect will cause a decrease by amount, it will be and increase if > 0
  • modifier_type (int) – AC_* constant. (Default: AC_DODGE_BONUS)
Appear([animation=false])

Create a special effect to make the object “fly in”.

Parameters:
  • animation (boolean) – Use animation (Default: false)
AreaOfEffect(aoe[, enter[, heartbeat[, exit]]])

Returns a new effect object.

Parameters:
  • aoe (int) – The ID of the Area of Effect
  • enter (string) – The script to use when a creature enters the radius of the Area of Effect. (Default: “”)
  • heartbeat (string) – The script to run on each of the Area of Effect’s Heartbeats. (Default: “”)
  • exit (string) – The script to run when a creature leaves the radius of an Area of Effect. (Default: “”)
AttackBonus(amount[, modifier_type])

Create an Attack increase/decrease effect.

Parameters:
  • amount (int) – If < 0 effect will cause a decrease by amount, it will be and increase if > 0
  • modifier_type (int) – ATTACK_TYPE_* constant. (Default: ATTACK_TYPE_MISC)
Beam(beam, creator, bodypart[, miss_effect])

Create a Beam effect.

Parameters:
  • beam (int) – VFX_BEAM_* Constant defining the visual type of beam to use.
  • creator (creature) – The beam is emitted from this creature
  • bodypart (int) – BODY_NODE_* Constant defining where on the creature the beam originates from.
  • miss_effect (boolean) – If true, the beam will fire to a random vector near or past the target. (Default: false)
Blindness()

Create a Blindness effect.

BonusFeat(feat)

Creates a bonus feat effect.

Parameters:
  • feat (int) – FEAT_*
Charmed()

Create a Charm effect

Concealment(percent[, miss_type])

Creates a concealment effect.

Parameters:
  • percent (int) – [1,100]
  • miss_type (int) – MISS_CHANCE_TYPE_* constant. (Default: MISS_CHANCE_TYPE_NORMAL)
Confused()

Creates a confusion effect.

Curse([str[, dex[, con[, int[, wis[, cha]]]]]])

Create a Curse effect.

Parameters:
  • str (int) – strength modifier. (Default: 1)
  • dex (int) – dexterity modifier. (Default: 1)
  • con (int) – constitution modifier. (Default: 1)
  • int (int) – intelligence modifier. (Default: 1)
  • wis (int) – wisdom modifier. (Default: 1)
  • cha (int) – charisma modifier. (Default: 1)
CutsceneDominated()

Creates an effect that is guranteed to dominate a creature.

CutsceneGhost()

Creates a cutscene ghost effect

CutsceneImmobilize()

Creates a cutscene immobilize effect

CutsceneParalyze()

Creates an effect that will paralyze a creature for use in a cut-scene.

Damage(amount, damage_type[, power])

Creates Damage effect.

Parameters:
  • amount (int) – amount of damage to be dealt.
  • damage_type (int) – DAMAGE_INDEX_*
  • power (int) – DAMAGE_POWER_* (Default: DAMAGE_POWER_NORMAL)
DamageDecrease(amount[, damage_type[, critical[, unblockable]]])

Effect Damage Decrease

Parameters:
  • amount (int) – DAMAGE_BONUS_*
  • damage_type (int) – DAMAGE_INDEX_* constant. (Default: DAMAGE_INDEX_MAGICAL)
  • critical (boolean) – Only applicable on critical hits. (Default: false)
  • unblockable (boolean) – Not modified by damage protections. (Default: false)
DamageIncrease(amount[, damage_type[, critical[, unblockable]]])

Effect Damage Increase

Parameters:
  • amount (int) – DAMAGE_BONUS_*
  • damage_type (int) – DAMAGE_INDEX_* constant. (Default: DAMAGE_INDEX_MAGICAL)
  • critical (boolean) – Only applicable on critical hits. (Default: false)
  • unblockable (boolean) – Not modified by damage protections. (Default: false)
DamageRange(start, stop[, damage_type[, critical[, unblockable]]])

Effect Damage Increase

Parameters:
  • start (int) – Minimum damage.
  • stop (int) – Maximum damage.
  • damage_type (int) – DAMAGE_INDEX_* constant. (Default: DAMAGE_INDEX_MAGICAL)
  • critical (boolean) – Only applicable on critical hits. (Default false)
  • unblockable (boolean) – Not modified by damage protections. (Default false)
DamageImmunity(damage_type, amount)

Damage immunity effect.

Parameters:
  • damage_type (int) – DAMAGE_INDEX_*
  • amount (int) – 100, -1] or [1,100]
DamageReduction(amount, power[, limit])

Damage reduction effect.

Parameters:
  • amount (int) – Amount
  • power (int) – Power
  • limit (int) – Limit. (Default: 0)
DamageResistance(damage_type, amount[, limit])

Damage resistance effect.

Parameters:
  • damage_type (int) – DAMAGE_INDEX_*
  • amount (int) – Amount
  • limit (int) – Limit. (Default: 0)
DamageShield(amount, random, damage_type[, chance])

Damage Shield effect.

Parameters:
  • amount (int) – Base damage
  • random (int) – DAMAGE_BONUS_*
  • damage_type (int) – DAMAGE_INDEX_*
  • chance (int) – Chance of doing damage to attacker. (Default: 100)
Darkness()

Create a Darkness effect.

Dazed()

Create a Daze effect.

Deaf()

Create a Deaf effect.

Death(spectacular, feedback)

Death effect

Parameters:
  • spectacular (boolean) – Spectacular
  • feedback (boolean) – Feedback
Disappear([animation])

Disappear effect.

Parameters:
  • animation (boolean) – Use animation. (Default: false)
DisappearAppear(location[, animation])

Disappear Appear effect.

Parameters:
  • location (Location) – Location.
  • animation (boolean) – Use animation. (Default: false)
Disarm()

Create Disarm effect

Disease(disease)

Create a Disease effect.

Parameters:
  • disease (int) – DISEASE_*
DispelMagicAll([caster_level])

Create a Dispel gic All effect.

Parameters:
  • caster_level (int) – The highest level spell to dispel.
DispelMagicBest([caster_level])

Create a Dispel gic Best effect.

Parameters:
  • caster_level (int) – The highest level spell to dispel.
Dominated()

Create a Dominate effect.

Entangle()

Create an Entangle effect

Ethereal()

Creates a Sanctuary effect but the observers get no saving throw.

Frightened()

Create a frightened effect for use in making creatures shaken or flee.

Haste()

Create a Haste effect.

Heal(amount)

Creates a healing effect.

Parameters:
  • amount (int) – Hit points to heal.
HitPointChangeWhenDying(hitpoint_change)

Create a Hit Point Change When Dying effect.

Parameters:
  • hitpoint_change (int) – Positive or negative, but not zero.
Icon(icon)

Creates an icon effect

Immunity(immunity[, amount])

Create an Immunity effect.

Parameters:
  • immunity (int) – One of the IUNITY_TYPE_* constants.
  • amount (int) – Percent immunity. (Default: 100)
Invisibility(invisibilty_type)

Create an Invisibility effect.

Parameters:
  • invisibilty_type (int) – One of the INVISIBILITY_TYPE_* constants defining the type of invisibility to use.
Knockdown()

Create a Knockdown effect

LinkEffects(child, parent)

Creates one new effect object from two seperate effect objects.

Parameters:
  • child (Effect) – One of the two effects to link together.
  • parent (Effect) – One of the two effects to link together.
MissChance(percent, misstype)

Creates a miss chance effect.

Parameters:
  • percent (int) – [1,100].
  • misstype (int) – MISS_CHANCE_TYPE_* constant. (Default: MISS_CHANCE_TYPE_NORMAL)
ModifyAttacks(attacks)

Create a modify Attacks effect that adds attacks to the target.

Parameters:
  • attacks – Maximum is 5, even with the effect stacked
MovementSpeed(amount)

Create a Movement Speed Increase/Decrease effect to slow target.

Parameters:
  • amount (int) – If < 0 effect will cause a decrease by amount, it will be and increase if > 0
NegativeLevel(amount, hp_bonus)

Create a Negative Level effect that will decrease the level of the target.

Parameters:
  • amount (int) – Number of levels
  • hp_bonus (int) – TODO
Paralyze()

Create a Paralyze effect.

Petrify()

Creates an effect that will petrify a creature.

Poison(poison)

Create a Poison effect.

poison
The type of poison to use, as defined in the POISON_* constant group.
Polymorph(polymorph[, locked])

Create a Polymorph effect that changes the target into a different type of creature.

Parameters:
  • polymorph (int) – POLYRPH_TYPE_*
  • locked (boolean) – If true, player can’t cancel polymorph. (Default: false)
RacialType(race)
Regenerate(amount, interval)

Create a Regenerate effect.

Parameters:
  • amount (int) – Amount of damage to be regenerated per time interval
  • interval (float) – Length of interval in seconds
Resurrection()

Create a Resurrection effect.

Sanctuary(dc)

Creates a sanctuary effect.

Parameters:
  • dc (int) – Must be a non-zero, positive number.
SavingThrow(save, amount[, save_type])

Create a Saving Throw Increase/Decrease effect to modify one Saving Throw type.

Parameters:
  • save (int) – The Saving Throw to affect, as defined by the SAVING_THROW_* constants group.
  • amount (int) – The amount to modify the saving throws by. If > 0 an increase, if < 0 a decrease.
  • save_type (int) – The type of resistance this effect applies to as defined by the SAVING_THROW_VS_* constants group. (Default: SAVING_THROW_TYPE_ALL)
SeeInvisible()

Create a See Invisible effect.

Silence()

Create a Silence effect

Skill(skill, amount)

Returns an effect to decrease a skill.

Parameters:
  • skill (int) – SKILL_*
  • amount (int) – The amount to modify the skill by. If > 0 an increase, if < 0 a decrease.
Sleep()

Creates a sleep effect.

Slow()

Creates a slow effect.

SpellFailure(percent, spell_school)

Creates an effect that inhibits spells.

Parameters:
  • percent (int) – Percent chance of spell failing (1 to 100). (Default: 100)
  • spell_school (int) – SPELL_SCHOOL_*. (Default: SPELL_SCHOOL_GENERAL)
SpellImmunity(spell)

Returns an effect of spell immunity.

Parameters:
  • spell (int) – SPELL_* (Default: SPELL_ALL_SPELLS)
SpellLevelAbsorption(max_level, max_spells, school)

Creates a Spell Level Absorption effect

Parameters:
  • max_level (int) – Highest spell level that can be absorbed.
  • max_spells (int) – Maximum number of spells to absorb
  • school (int) – SPELL_SCHOOL_*. Default: SPELL_SCHOOL_GENERAL
SpellResistance(amount)

Create spell resistance effect.

Parameters:
  • amount (int) – If > 0 an increase, if < 0 a decrease
Stunned()
Creates a Stunned effect
SummonCreature(resref[, vfx[, delay[, appear]]])

Summon Creature Effect

Parameters:
  • resref (string) – Identifies the creature to be summoned by resref name.
  • vfx (int) – VFX_*. (Default: VFX_NONE)
  • delay (float) – There can be delay between the visual effect being played, and the creature being added to the area. (Default: 0.0)
  • appear (boolean) – (Default: false)
Swarm(looping, resref1[, resref2[, resref3[, resref4]]])

Summon swarm effect.

Parameters:
  • looping (boolean) – If this is true, for the duration of the effect when one creature created by this effect dies, the next one in the list will be created. If the last creature in the list dies, we loop back to the beginning and sCreatureTemplate1 will be created, and so on...
  • resref1 (string) – Blueprint of first creature to spawn
  • resref2 (string) – Optional blueprint for second creature to spawn.
  • resref3 (string) – Optional blueprint for third creature to spawn.
  • resref4 (string) – Optional blueprint for fourth creature to spawn.
TemporaryHitpoints(amount)

Create a Temporary Hitpoints effect that raises the Hitpoints of the target.

Parameters:
  • amount (int) – A positive integer
TimeStop()

Create a Time Stop effect.

TrueSeeing()

Creates a True Seeing effect.

Turned()

Create a Turned effect.

TurnResistance(amount)

Create a Turn Resistance Increase/Decrease effect that can make creatures more susceptible to turning.

Parameters:
  • amount (int) – If > 0 an increase, if < 0 a decrease.
Ultravision()

Creates an Ultravision effect

VisualEffect(id[, miss])

Creates a new visual effect

Parameters:
  • id (int) – The visual effect to be applied.
  • miss (boolean) – If this is true, a random vector near or past the target will be generated, on which to play the effect. (Default: false)
Wounding(amount)

Creates a wounding effect

Parameters:
  • amount (int) – Amount of damage to do each round