GetMenuHasTrait

From the Oblivion ConstructionSet Wiki
Revision as of 01:34, 9 August 2010 by imported>CSbot (Automated import of articles)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
< [[::Category:Functions|Category:Functions]]

A function added by the Oblivion Script Extender.

Syntax:

(hasTrait:bool) GetMenuHasTrait traitName:formatString menuType:short

Returns 1 if the menu has the trait specified. The trait name may be qualified with component names to access traits of subcomponents.


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 %{...%}.



Barter/Container/Inventory Menu Filter Codes

The following values are shorts that are used and/or returned by this function, as indicated by its Syntax. These values correspond to the listed filter or "page" of the barter, container, or inventory menus (note that not all of these menus have each filter; the codes remain the same regardless):

 1	Weapons
 2	Armor/Clothing
 3	Alchemy
 4	Miscellaneous
31	All


Magic Menu Filter Codes

The following values are shorts that are used and/or returned by this function, as indicated by its Syntax. These values correspond to the listed filter or "page" of the magic menu:

1	Target
2	Touch
3	Self
7	All
8	Active Effects