Difference between revisions of "Template:OBSE Format Specifiers"
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====OBSE Format Specifiers==== | ====OBSE Format Specifiers==== | ||
In addition to the format specifiers supported by Oblivion's [[Message]] and [[MessageBox]] functions, [[:Category:Oblivion Script Extender|OBSE]] functions understand additional specifiers. | In addition to the format specifiers supported by Oblivion's [[Message]] and [[MessageBox]] functions, [[:Category:Oblivion Script Extender|OBSE]] functions understand additional specifiers (in alphabetic order). | ||
'''%a''' - Prints the character corresponding to the specified ASCII code. | |||
:*Passing codes for unprintable characters (such as 0) may have unpredictable (though occasionally useful) results. | |||
:*Passing the code for a percent sign will most likely crash the game as literal percent signs must come in pairs. | |||
'''%B''' - toggles blue text on for console output. | |||
'''%b''' - toggles blue text off for console output. | |||
:*Example: "%BBlue%b suede shoes": when printed to the console, the word "Blue" will be printed in blue text. | |||
'''%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 ''n''th male rank title | |||
::* Magic Item: Prints the ''n''th 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. | |||
'''%e''' – replaced by nothing. | |||
:*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 | |||
:*Can be used outside of format strings. When included in ''any'' string literal, %e will be replaced by an empty string. | |||
'''% | '''%i''' - Prints the FormID of the specified reference or object. | ||
:* | :*GOTCHA : as of v18, if a refVar is passed which points to a ref not loaded in memory %i will print 00000000 ''even if the refVar is not empty''. | ||
'''%k''' - Prints the name of the key for the specified DirectInput scancode, such as those used for [[IsKeyPressed2]]. | '''%k''' - Prints the name of the key for the specified DirectInput scancode, such as those used for [[IsKeyPressed2]]. | ||
'''% | |||
:* | '''%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. | |||
'''%p''' - Displays a pronoun based on the gender of the object parameter: | '''%p''' - Displays a pronoun based on the gender of the object parameter: | ||
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:* %pp - possessive (his, her, its) | :* %pp - possessive (his, her, its) | ||
:* %ps - subjective (he, she, it) | :* %ps - subjective (he, she, it) | ||
'''%q''' - Prints a double quote character. | '''%q''' - Prints a double quote character. | ||
:*Can be used outside of format strings. When included in ''any'' string literal, %q will be replaced by a double quote | |||
'''%r''' - Prints a carriage return, ending the current line and starting at the next. | |||
:*Can be used outside of format strings. When included in ''any'' string literal, %r will be replaced by a carriage return. | |||
'''%v''' - Prints the actor value (i.e. an attribute or skill) associated with the passed actor value code. | '''%v''' - Prints the actor value (i.e. an attribute or skill) associated with the passed actor value code. | ||
'''% | |||
'''%x''' - Prints an integer in hexadecimal format. | |||
:An optional digit from 0-9 immediately following this specifier indicates the minimum width of the displayed value. | |||
::*For example, MessageEx "%x4" 255 will display "00FF". | |||
'''%z''' – Prints the contents of a string variable. | |||
:*Example: sv_construct “The string is: %z” MyStringVar | |||
'''%{...%}''' - 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. | '''%{...%}''' - 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. | ||
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[Enjoy your final 15 minutes] | [Enjoy your final 15 minutes] | ||
* Note: When using [[GetButtonPressed]] with messageboxes that can have a variable 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 '''%{...%}'''. | * Note: When using [[GetButtonPressed]] with messageboxes that can have a variable 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 '''%{...%}'''. | ||
<noinclude> | <noinclude> |
Latest revision as of 12:07, 26 May 2013
OBSE Format Specifiers[edit source]
In addition to the format specifiers supported by Oblivion's Message and MessageBox functions, OBSE functions understand additional specifiers (in alphabetic order).
%a - Prints the character corresponding to the specified ASCII code.
- Passing codes for unprintable characters (such as 0) may have unpredictable (though occasionally useful) results.
- Passing the code for a percent sign will most likely crash the game as literal percent signs must come in pairs.
%B - toggles blue text on for console output.
%b - toggles blue text off for console output.
- Example: "%BBlue%b suede shoes": when printed to the console, the word "Blue" will be printed in blue text.
%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.
%e – replaced by nothing.
- 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
- Can be used outside of format strings. When included in any string literal, %e will be replaced by an empty string.
%i - Prints the FormID of the specified reference or object.
- GOTCHA : as of v18, if a refVar is passed which points to a ref not loaded in memory %i will print 00000000 even if the refVar is not empty.
%k - Prints the name of the key for the specified DirectInput scancode, such as those used for IsKeyPressed2.
%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.
%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.
- Can be used outside of format strings. When included in any string literal, %q will be replaced by a double quote
%r - Prints a carriage return, ending the current line and starting at the next.
- Can be used outside of format strings. When included in any string literal, %r will be replaced by a carriage return.
%v - Prints the actor value (i.e. an attribute or skill) associated with the passed actor value code.
%x - Prints an integer in hexadecimal format.
- An optional digit from 0-9 immediately following this specifier indicates the minimum width of the displayed value.
- For example, MessageEx "%x4" 255 will display "00FF".
%z – Prints the contents of a string variable.
- Example: sv_construct “The string is: %z” MyStringVar
%{...%} - 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 variable 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 %{...%}.