RunScriptLine

From The Elder Scrolls Construction Set Wiki

A function added by the Oblivion Script Extender.

Syntax:

(void) reference.RunScriptLine formatString:string var1:varies var2:varies ... var20:varies runOnRef:bool

Runs a line of script as if it were called from the console. If bRunOnRef is 1, the line of script will be executed on the calling object, if any.


Contents

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.

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

%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.

%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.

%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.

%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.

%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.

%e - 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

%{...%} - 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 %{...%}.
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