Just tried this for the heck of it:
Scriptname phiTestIngScript extends ActiveMagicEffectIngredient Property MountainFlower01Blue autoEvent OnEffectStart(Actor akTarget, Actor akCaster)if (MountainFlower01Blue.LearnNextEffect() == 0) Debug.Notification("Known effects: 0")elseif (MountainFlower01Blue.LearnNextEffect() == 1) Debug.Notification("Known effects: 1")elseif (MountainFlower01Blue.LearnNextEffect() == 2) Debug.Notification("Known effects: 2")elseif (MountainFlower01Blue.LearnNextEffect() == 3) Debug.Notification("Known effects: 3")else Debug.Notification("All effects known.")endifEndEventUnsurprisingly, it adds the effect it is returning, making the function useless for simply checking whether an effect is known.