GetHasSpellEffect

// Determines whether oObject has any effects applied by nSpell // - nSpell: SPELL_* // - oObject // * The spell id on effects is only valid if the effect is created //  when the spell script runs. If it is created in a delayed command //  then the spell id on the effect will be invalid. int GetHasSpellEffect(int nSpell, object oObject=OBJECT_SELF);