Sv Replace

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Revision as of 09:22, 6 July 2016 by imported>QQuix (Fixed the description formatting)
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< [[::Category:Functions|Category:Functions]]

A function added by the Oblivion Script Extender.

Syntax:

(numReplaced:short) sv_Replace subString:formatString formatVars :string_var startPos:short searchLen:short caseSensitive:bool numToReplace:short

Replaces occurrences of a string1 with string2 within a string variable.

Both the text to replace and that with which to replace it are passed in a single format string separated by a pipe character as in "toReplace|replaceWith" (when calling from the console, use '@' in place of the pipe character).

You can specify a range to search and case-sensitivity as in sv_Find, plus an additional final argument specify how many occurrences to replace. By default, the command replaces all occurrences.


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


OBSE Format Specifiers

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 %{...%}.