RedM Natives

_ANIMPOSTFX_SET_POTENCY

Health Core Effect Filter Potency: p1 = 1 Stamina Core Effect Filter Potency: p1 = 2 Multiple Core Effect Filter Potency: p1 = 3

Hash0xF972F0AB16DC5260
Runtime nameAnimpostfxSetPotency
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _ANIMPOSTFX_SET_POTENCY(const char* effectName, int p1, float potency);

Parameters

NameTypeDescription
effectNameconst char*—
p1int—
potencyfloat—

Returns void

Description

Health Core Effect Filter Potency: p1 = 1
Stamina Core Effect Filter Potency: p1 = 2
Multiple Core Effect Filter Potency: p1 = 3

Usage

Lua
AnimpostfxSetPotency(effectName, p1, potency)

-- always works, by hash
Citizen.InvokeNative(0xF972F0AB16DC5260, effectName, p1, potency)
JavaScript and C#
JavaScript
AnimpostfxSetPotency(effectName, p1, potency);

// by hash
Citizen.invokeNative('0xF972F0AB16DC5260', effectName, p1, potency + 0.0000001);
C#
Function.Call((Hash)0xF972F0AB16DC5260, effectName, p1, potency);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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