{"hash":"0xF972F0AB16DC5260","ns":"GRAPHICS","name":"_ANIMPOSTFX_SET_POTENCY","slug":"_ANIMPOSTFX_SET_POTENCY","official":false,"named":true,"luaName":"AnimpostfxSetPotency","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"effectName","type":"const char*"},{"name":"p1","type":"int"},{"name":"potency","type":"float"}],"summary":"Health Core Effect Filter Potency: p1 = 1 Stamina Core Effect Filter Potency: p1 = 2 Multiple Core Effect Filter Potency: p1 = 3","descriptions":[{"source":"alloc8or","format":"text","body":"Health Core Effect Filter Potency: p1 = 1\nStamina Core Effect Filter Potency: p1 = 2\nMultiple Core Effect Filter Potency: p1 = 3"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POTENCY","markdownUrl":"https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POTENCY.md","snippets":{"lua":"AnimpostfxSetPotency(effectName, p1, potency)","luaInvoke":"Citizen.InvokeNative(0xF972F0AB16DC5260, effectName, p1, potency)","js":"AnimpostfxSetPotency(effectName, p1, potency);","jsInvoke":"Citizen.invokeNative('0xF972F0AB16DC5260', effectName, p1, potency + 0.0000001);","csharp":"Function.Call((Hash)0xF972F0AB16DC5260, effectName, p1, potency);","notes":["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."]}}