Oblivion XML Reference/Entities

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Revision as of 14:46, 18 June 2018 by imported>DavidJCobb (Copied from the List of XML Entities, but with meanings attached.)
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< [[::Oblivion XML Reference|Oblivion XML Reference]]

This page serves as a list of all XML entities available in Oblivion XML.

XML Entity Numeric Value Meaning
&AlchemyMenu; 0x0410 Menu ID, intended for use as the value of a class trait.
&AudioMenu; 0x03F9 Menu ID, intended for use as the value of a class trait.
&BirthSignMenu; 0x0405 Menu ID, intended for use as the value of a class trait.
&BookMenu; 0x0402 Menu ID, intended for use as the value of a class trait.
&BreathMenu; 0x0415 Menu ID, intended for use as the value of a class trait.
&center; 0x0002 Intended for use as the value of an align trait.
&ClassMenu; 0x0406 Menu ID, intended for use as the value of a class trait.
&click_past; 0x0065 Intended for use as the value of a stackingtype trait.
&ContainerMenu; 0x03F0 Menu ID, intended for use as the value of a class trait.
&ControlsMenu; 0x03FD Menu ID, intended for use as the value of a class trait.
&CreditsMenu; 0x0417 Menu ID, intended for use as the value of a class trait.
&DialogMenu; 0x03F1 Menu ID, intended for use as the value of a class trait.
&does_not_stack; 0x1778 Intended for use as the value of a stackingtype trait.
&EffectSettingMenu; 0x0413 Menu ID, intended for use as the value of a class trait.
&EnchantmentMenu; 0x0412 Menu ID, intended for use as the value of a class trait.
&false; 0x0001 Boolean value.
&first; 0x006A Intended for use as the value of any keyboard-navigation trait. Indicates that keyboard navigation should go to a list item with the lowest listindex.
&GameplayMenu; 0x03FC Menu ID, intended for use as the value of a class trait.
&generic; -1 Intended for use as the value of an id trait. Indicates that a tile should have no executable-supplied behaviors, but should handle keyboard navigation as if it did.
&GenericMenu; 0x03F3 Menu ID, intended for use as the value of a class trait.
&HUDInfoMenu; 0x03ED Menu ID, intended for use as the value of a class trait.
&HUDMainMenu; 0x03EC Menu ID, intended for use as the value of a class trait.
&HUDReticle; 0x03EE Menu ID, intended for use as the value of a class trait.
&HUDSubtitleMenu; 0x03F2 Menu ID, intended for use as the value of a class trait.
&InventoryMenu; 0x03EA Menu ID, intended for use as the value of a class trait.
&last; 0x006B Intended for use as the value of any keyboard-navigation trait. Indicates that keyboard navigation should go to a list item with the highest listindex.
&left; 0x0001 Intended for use as the value of an align trait.
&LevelUpMenu; 0x0403 Menu ID, intended for use as the value of a class trait.
&LoadingMenu; 0x03EF Menu ID, intended for use as the value of a class trait.
&LoadMenu; 0x040E Menu ID, intended for use as the value of a class trait.
&LockPickMenu; 0x03F6 Menu ID, intended for use as the value of a class trait.
&MagicMenu; 0x03FE Menu ID, intended for use as the value of a class trait.
&MagicPopupMenu; 0x0400 Menu ID, intended for use as the value of a class trait.
&MainMenu; 0x0414 Menu ID, intended for use as the value of a class trait.
&MapMenu; 0x03FF Menu ID, intended for use as the value of a class trait.
&MessageMenu; 0x03E9 Menu ID, intended for use as the value of a class trait.
&mixed_menu; 0x0067 Intended for use as the value of a stackingtype trait.
&NegotiateMenu; 0x0401 Menu ID, intended for use as the value of a class trait.
&next; 0x0069 Intended for use as the value of any keyboard-navigation trait. Indicates that keyboard navigation should go to a list item with the nearest larger listindex.
&no_click_past; 0x0066 Intended for use as the value of a stackingtype trait.
&OptionsMenu; 0x03F7 Menu ID, intended for use as the value of a class trait.
&PauseMenu; 0x03F5 Menu ID, intended for use as the value of a class trait.
&PersuasionMenu; 0x040A Menu ID, intended for use as the value of a class trait.
&prev; 0x0068 Intended for use as the value of any keyboard-navigation trait. Indicates that keyboard navigation should go to a list item with the nearest smaller listindex.
&QuantityMenu; 0x03F8 Menu ID, intended for use as the value of a class trait.
&QuickKeysMenu; 0x0416 Menu ID, intended for use as the value of a class trait.
&RaceSexMenu; 0x040C Menu ID, intended for use as the value of a class trait.
&RechargeMenu; 0x0419 Menu ID, intended for use as the value of a class trait.
&RepairMenu; 0x040B Menu ID, intended for use as the value of a class trait.
&right; 0x0004 Intended for use as the value of an align trait.
&SaveMenu; 0x040F Menu ID, intended for use as the value of a class trait.
&scale; -1 Intended for use as the value of a zoom trait. It is a "semantic" way of indicating that an Image tile's texture should be stretched or shrunk to fill the tile's size.
&SigilStoneMenu; 0x0418 Menu ID, intended for use as the value of a class trait.
&SkillsMenu; 0x0408 Menu ID, intended for use as the value of a class trait.
&SleepWaitMenu; 0x03F4 Menu ID, intended for use as the value of a class trait.
&SpellmakingMenu; 0x0411 Menu ID, intended for use as the value of a class trait.
&SpellPurchaseMenu; 0x040D Menu ID, intended for use as the value of a class trait.
&StatsMenu; 0x03EB Menu ID, intended for use as the value of a class trait.
&TextEditMenu; 0x041B Menu ID, intended for use as the value of a class trait.
&TrainingMenu; 0x0404 Menu ID, intended for use as the value of a class trait.
&true; 0x0002 Boolean value.
&VideoDisplayMenu; 0x03FB Menu ID, intended for use as the value of a class trait.
&VideoMenu; 0x03FA Menu ID, intended for use as the value of a class trait.
&xbox; 0x0001 Boolean. Indicates whether the menu is running as part of the Xbox version of the game.
&xboxhint; 0x0001 Intended for use as the value of an xdefault trait. Its purpose is unknown, as is the value it holds in Xbox versions of the game.
&xbuttona; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 1.
&xbuttonb; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 2.
&xbuttonlb; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 6.
&xbuttonls; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 8.
&xbuttonlt; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 4.
&xbuttonrb; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 7.
&xbuttonrs; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 9.
&xbuttonrt; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 5.
&xbuttonx; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 2.
&xbuttony; 0x0001 In the PC version of the game, this is hardcoded to equal &false;. In the Xbox version of the game, it is an enum, and its value is 3.
&xenon; 0x0001 This is a synonym for &xbox;. Xenon was the codename that Microsoft used for the Xbox 360 when it was under development.
&xitem; 0x006D Intended for use as the value of an xlist trait. Indicates that a tile is a list item.
&xlist; 0x006C Intended for use as the value of an xlist trait. Indicates that a tile is a list pane.