Difference between revisions of "Template:OBSE Format Specifiers"

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'''%p''' - Displays a pronoun based on the gender of the object parameter:
'''%p''' - Displays a pronoun based on the gender of the object parameter:
:* %po - objective  (his, her, its)
:* %po - objective  (him, her, it)
:* %pp - possessive (he, she, it)
:* %pp - possessive (his, her, its)
:* %ps - subjective (him, her, it)
:* %ps - subjective (he, she, it)


'''%q''' - Prints a double quote character.
'''%q''' - Prints a double quote character.

Revision as of 22:27, 29 August 2008

OBSE Format Specifiers

In addition to the format specifiers supported by Oblivion's Message and MessageBox functions, OBSE functions understand additional specifiers.

%r - Prints a carriage return, ending the current line and starting at the next.

%n - Prints the name of the specified reference or object.

  • In OBSE versions prior to v0014a, %n can crash if the object's name contains a percent sign.

%i - Prints the formID of the specified reference or object.

%k - Prints the name of the key for the specified DirectInput scancode, such as those used for IsKeyPressed2.

%c - Prints the specified component of the specified reference or object. Takes two arguments - a reference variable set to the spell or faction, and an index. Behaves differently depending on the passed reference:

  • Faction: Prints the nth male rank title
  • Magic Item: Prints the nth Magic Effect
  • Prior to OBSE v0015, magic effects using actor values (such as Restore Agility) would not display the specific actor value.
  • Actor values may not display correctly for non-English versions of Oblivion.

%p - Displays a pronoun based on the gender of the object parameter:

  • %po - objective (him, her, it)
  • %pp - possessive (his, her, its)
  • %ps - subjective (he, she, it)

%q - Prints a double quote character.

%a - Prints the character corresponding to the specified ASCII code. Passing codes for unprintable characters (such as 0) may have unpredictable (though occassionally) useful results. Passing the code for a percent sign will most likely crash the game as literal percent signs must come in pairs.

%v - Prints the actor value (i.e. an attribute or skill) associated with the passed actor value code.

%e - Provides a workaround for the script compiler's refusal to accept an empty string as a command argument.

  • Example:
SetNameEx "" object    ; attempts to remove an object's name, but won't compile
SetNameEx "%e" object  ; sets the name to an empty string

%{...%} - Conditionally displays or omits the bracketed portion of the format string based on a boolean value. Accepts a variable - if the value of the variable is zero, all text and parameters up to the matching right bracket will be ignored. Otherwise the bracketed text will be displayed.

  • Example (should be single-line, line-breaks added for Wiki)
MBoxEX "Doom comes%{ for you%}. What will you do?
|Dig a hole, hide
%{|Find someone, offer as sacrifice|Find someone, use as shield%}
|Enjoy your final 15 minutes" bDisplay bDisplay

If bDisplay is 0 this will print out

   Doom comes. What will you do?
   [Dig a hole, hide]
   [Enjoy your final 15 minutes]

If bDisplay is 1 this will print out

   Doom comes for you. What will you do?
   [Dig a hole, hide]
   [Find someone, offer as sacrifice]
   [Find someone, use as shield]
   [Enjoy your final 15 minutes]
  • Note: When using GetButtonPressed with messageboxes that can have a avariable number of buttons displayed using %{...%}, the return value will be relative to the actual number of buttons displayed and will not include buttons hidden by %{...%}.