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.


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


'''%n''' - Prints the name of the specified reference or object.
'''%i''' - Prints the FormID of the specified reference or object.  
:* In OBSE versions prior to v0014a, %n can crash if the object's name contains a percent sign.
:*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''.


'''%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]].


'''%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
'''%n''' - Prints the name of the specified reference or object.
:* Magic Item: Prints the ''n''th Magic Effect
:* In OBSE versions prior to v0014a, %n can crash if the object's name contains a percent sign.
::*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:
'''%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.


'''%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.


'''%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.


'''%e''' - Provides a workaround for the script compiler's refusal to accept an empty string as a command argument.
 
* Example:
'''%x''' - Prints an integer in hexadecimal format.  
SetNameEx "" object    ; attempts to remove an object's name, but won't compile
:An optional digit from 0-9 immediately following this specifier indicates the minimum width of the displayed value.
  SetNameEx "%e" object  ; sets the name to an empty string
::*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 '''%{...%}'''.


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