# GRAPHICS::_ANIMPOSTFX_SET_POTENCY

- **Hash:** `0xF972F0AB16DC5260`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetPotency`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POTENCY

## Signature

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

## Parameters

- `effectName` (`const char*`)
- `p1` (`int`)
- `potency` (`float`)

## 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

```lua
AnimpostfxSetPotency(effectName, p1, potency)

-- always available, by hash
Citizen.InvokeNative(0xF972F0AB16DC5260, effectName, p1, potency)
```

### JavaScript

```js
AnimpostfxSetPotency(effectName, p1, potency);

// by hash
Citizen.invokeNative('0xF972F0AB16DC5260', effectName, p1, potency + 0.0000001);
```

### C#

```csharp
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.*
