diff --git a/apps/openmw/mwlua/magicbindings.cpp b/apps/openmw/mwlua/magicbindings.cpp index 0e99a57c97..fb714c81c6 100644 --- a/apps/openmw/mwlua/magicbindings.cpp +++ b/apps/openmw/mwlua/magicbindings.cpp @@ -843,9 +843,6 @@ namespace MWLua auto& activeSpells = ptr.getClass().getCreatureStats(ptr).getActiveSpells(); activeSpells.purgeEffect(ptr, key.mId, key.mArg); - - // Now remove any leftover effects that have been added by script/console. - effects.getStore()->remove(key); }; // types.Actor.activeEffects(o):set(value, id, ?arg) diff --git a/files/lua_api/openmw/types.lua b/files/lua_api/openmw/types.lua index a5b606ea1d..c65a7323cb 100644 --- a/files/lua_api/openmw/types.lua +++ b/files/lua_api/openmw/types.lua @@ -227,7 +227,6 @@ --- -- Completely removes the active effect from the actor. --- This removes both the effects incurred by active spells and effect added by console, mwscript, or luascript. -- @function [parent=#ActorActiveEffects] remove -- @param self -- @param #string effectId effect ID