MessageBox

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Revision as of 21:53, 2 February 2008 by imported>DragoonWraith (→‎Displaying Variables: fixing link)
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Description

Syntax:

MessageBox "Message", [var1], ..., [var9], ["button01"], ..., ["button10"]
MessageBox "Message" [var1] ... [var9] ["button01"] ... ["button10"]

Example:

MessageBox "This is a Message"
MessageBox "Shall I start to spin? GameHour = %.2f", GameHour, "OK", "No Way"
MessageBox "How much gold do you have?" "0" "100" "500" "1000" "5000" "10000"

Displays a message on the screen, which can be formatted, as well as user-definable buttons that the player can choose. The message box stops time and displays itself in the center of the screen until the player chooses an option. This option can be captured in a script by using the GetButtonPressed function.

Up to 10 buttons may be specified. If no button is specified, a default button of "Done" will be displayed on the message box.

Up to 9 variable names can also be passed into the message box. These are displayed in the order they are used as parameters. The message must specify how the variable is to be displayed.

This function sends the value -1 to the GetButtonPressed function while the window is still open, until the player selects a button.


Displaying Variables

Formatting notation

%.2f - This means format the variable with 2 decimal places.

%.0f - This will format the variable with 0 decimal places, so is the normal choice for integers.

%5.0f - The number in front of the point specifies the minimum width of the number. In this case, there will always be enough space in front of the number for 5 digits:

Number    12 wins
Number  1234 wins

Formating switches

The following formatting switches can be used in Oblivion. Put them in any sequence right after the '%'

Switch Function
+ Display + in front of positive numbers
<Space> Leave a leading space in front of positive numbers
- Use left-aligned formation instead of right alligned.
0 The filling-char used for formatting is '0' instead of ' '

Other Functions

%g - This usually works just like "%.0f", displaying 0 decimal places. When the number is 1000000 or larger, though, the game displays it in scientific notation (1E+006)

%.3e - Shows numbers in scientific notation (123000 = 1.23E+005)

%% - Use this to display a percent-sign in the message



Examples

MessageBox "Var1:% 5.2f / Var2:% 5.2f" Var1 Var2

"Var1:   123.45 / Var2:  -123.45"


MessageBox "Var1:%05.2f / Var2:%05.2f" Var1 Var2

"Var1: 00123.45 / Var2:-00123.45"


MessageBox "Var1:%+-5.0f / Var2:%+-5.0f" Var1 Var2

"Var1:+123   / Var2:-123  "


MessageBox "Var1:% .3e / Var2:% .3e" Var1 Var2

"Var1: 1.234E+2 / Var2:-1.234E+2"

See Also