Difference between revisions of "Special variables"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>QQuix
m (Typos)
Tag: Manual revert
 
(4 intermediate revisions by 2 users not shown)
Line 51: Line 51:


*GameDay and GameDaysPassed are not automatically aligned to each other, meaning: if your script changes one, the other will not be automatically updated, e.g., if the game day is 2 and GameDaysPassed is 80 and you set GameDay to 5, GameDaysPassed will not be updated and will remain at 80, which may break mods that take for granted that both stay aligned.
*GameDay and GameDaysPassed are not automatically aligned to each other, meaning: if your script changes one, the other will not be automatically updated, e.g., if the game day is 2 and GameDaysPassed is 80 and you set GameDay to 5, GameDaysPassed will not be updated and will remain at 80, which may break mods that take for granted that both stay aligned.
*The day of the week is not updated when the game date is changed.


* For moving game time forward, see also [[SetPCSleepHours]]
* For moving game time forward, see also [[SetPCSleepHours]]

Latest revision as of 14:56, 21 December 2023

Globals[edit | edit source]

Some global variables are predefined and handled and/or updated by the game-engine itself.

Type Name Description
short GameYear The current year
short GameMonth The current month (0-11)
short GameDay The current day of the month (0-31) depending on month
float GameHour The current hour (0.0-23.9999)
short TimeScale Minutes that pass in-game within one minute of real-life
short GameDaysPassed Days that have passed since the beginning of the game


  • You may use or Set any of these variables.
  • GameHour stores the minutes as a fraction of the hour.
float Test
...
set Test to GameHour
Message "Gamehour is %.2f", Test
will print out "Gamehour is 2.5" if it is 2:30 A.M.
  • Setting GameHour to a fractional value sets the game minutes accordingly, e.g., if you set GameHour to 23.9 the game time will become 23:54 and a new game day will start in a few game minutes.
  • While most are listed as a short, they are actually stored as floats and may be set to any value, integer or not. The game accepts them all and the fractions seem to be ignored, therefore, setting GameDay to a fractional value does not set the game hour. Of course, setting the game date to weird values like 23.7/47/99999.9 may (and probably will) break a number of mods.
  • GameDay and GameDaysPassed are not automatically aligned to each other, meaning: if your script changes one, the other will not be automatically updated, e.g., if the game day is 2 and GameDaysPassed is 80 and you set GameDay to 5, GameDaysPassed will not be updated and will remain at 80, which may break mods that take for granted that both stay aligned.
  • The day of the week is not updated when the game date is changed.


GameMonth Name Description
0 Morningstar Same # of days as January (31)
1 Sun's Dawn Same # of days as February (28)
2 First Seed Same # of days as March (31)
3 Rain's Hand Same # of days as April (30)
4 Second Seed Same # of days as May (31)
5 Mid-Year Same # of days as June (30)
6 Sun's Height Same # of days as July (31)
7 Last Seed Same # of days as August (31)
8 Heartfire Same # of days as September (30)
9 Frost Fall Same # of days as October (31)
10 Sun's Dusk Same # of days as November (30)
11 Evening Star Same # of days as December (31)

Locals[edit | edit source]

There are also local variables with special functions:

Script-Type Variable-Type Name Description
Quest float fQuestDelayTime Determines how long (in real-time seconds) the game will wait between two runs of a quest script. The default value is 5 seconds. This value will also be used when fQuestDelayTime is defined but set to 0.
Object(Trap) float fTrapDamage Amount of damage to do each time the trap affects an actor.
Object(Trap) float fTrapPushBack Amount of push back force to apply each time a trap effects an actor. This should range from 0 to 1000.
Object(Trap) float fTrapMinVelocity Minimum velocity a trap must be moving at relative to the actor to do damage (combination of actor and traps respective velocities). This value is in BSUnits (128 = 6ft).
Object(Trap) float bTrapContinuous 0 = Only deal damage on first contact with trap.

1 = Continously subtract damage as long as actor is in contact with trap.