Difference between revisions of "MessageBox Tutorial"

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From some [http://www.bethsoft.com/bgsforums/index.php?showtopic=740961 problems] I've run into, the [[Messagebox_Tutorial:_Centralizing_Your_Menu_Exits|Centralizing your menu exits]] sub-tutorial should be considered as necessary, rather than optional, when using activators.
==Intro==
Most MessageBox mistakes are made when simple scripts are used as a base for more complex menu scripts. To prevent this, this tutorial will work towards a single all-purpose script that can be used and expanded for any situation. By the end, you will know the problems that can pop-up in a menu script, how to prevent them, and why every line of the all-purpose script is needed.


==Intro==
We'll start out with some of the basic mechanics of the MessageBox and related functions, followed by common mistakes in complex scripts, and then the all-purpose script and how to set it up. Finally, we'll go through how to use the script to easily move between multi-layered menus, and some extras that you can tack on to it.
Most MessageBox mistakes stem from adapting a script that works in some cases, but not in more complex situations. To prevent this, this tutorial will show you how to make an all-purpose script that can be used and expanded for any situation. We'll start out with some of the basic mechanics of the MessageBox and related functions, followed by common mistakes in complex scripts, and then the all-purpose script and how to set it up. Finally, we'll go through how to use the script to easily move between multi-layered menus, and some extras that you can tack on to it.


===In the middle of being rewritten===
Note that there are 4 mediums to attach a menu script to: Activators, Quests, Tokens (Object scripts on items in the player's possession), and Spells (or Magic Effect scripts). This article will focus mainly on activators, but the other methods, their differences, and how to set them up will be discussed on other pages. Activators are the focus as they are easier and safer to use in most situations (see [[MessageBox_Tutorial#In_which_I_try_to_convince_you_to_use_an_activator|"In which I try to convince you to use an activator"]] for the reasons, though it's highly suggested to read the article first).
All of the information is still accurate (except for the above), and reasonably in order, however some of the information is redundant.


==Basic Mechanics of MessageBox and Related Functions==
==Basic Mechanics of MessageBox and Related Functions==
Line 13: Line 12:
===GetButtonPressed===
===GetButtonPressed===
#GetButtonPressed returns numbers from –1 to 9:
#GetButtonPressed returns numbers from –1 to 9:
*'''''-1''''' means no decision has been made
#*'''''-1''''' means no decision has been made
*'''''0''''' means the player selected the first option
#*'''''0''''' means the player selected the first option
*'''''1''''' for the second
#*'''''1''''' for the second
*...
#*...
*'''''9''''' for the tenth(you can have 10 options at most)
#*'''''9''''' for the tenth(you can have 10 options at most)
#GetButtonPressed will only return the correct button press the first time it's called in a script; any other use of GetButtonPressed will return -1. For instance, if the player presses the first button, then in the following script
#GetButtonPressed will only return the correct button press the first time it's called in a script; any other use of GetButtonPressed will return -1. For instance, if the player presses the first button, then in the following script
<pre>if (GetButtonPressed == -1)
<pre>if (GetButtonPressed == -1)
Line 31: Line 30:
...
...
elseif (Choice == 0)</pre>
elseif (Choice == 0)</pre>
Likewise, GetButtonPressed will return -1 for all following frames (until the script runs another messagebox).


===Which Block to run MessageBox and GetButtonPressed?===
===Timing===
MessageBox takes one frame to display, so you can use any [[:Category:Blocktypes|block]] to display it. However, GetButtonPressed needs to be in a block that continuously runs (i.e., [[GameMode]], [[MenuMode]], [[ScriptEffectUpdate]]) and needs to be on a script that is running every frame (i.e., an activator that is in a loaded cell, a quest running every .001 seconds, etc.), until it returns the player's button press. This is necessary as it will take more than a frame for the player to read the menu and make a decision (as well as some other peculiarities).
MessageBox takes one frame to display, so you can use any [[:Category:Blocktypes|block]] to display it. However, it can take up to 15 frames before GetButtonPressed will return the player's button press (even if the player presses the button on the same frame as the MessageBox function). Therefore, it needs to be in a block that runs every frame, such as [[GameMode]], [[MenuMode]], and [[ScriptEffectUpdate]]. It also needs to be on a script that is running every frame. For objects this means it must be in a [[Loaded]] cell, for quests this means [[Special variables#Locals|fQuestDelayTime]] must be set to .001 and they must be running, and for spells this means the duration must be long enough (more on that in the Spell Menus subsection).


===Keep 'em separated===
===Keep 'em separated===
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Note that both halves are required for each menu. To help keep things organized, you can set one to a negative number, and the other to a positive number, as in the above script.
Note that both halves are required for each menu. To help keep things organized, you can set one to a negative number, and the other to a positive number, as in the above script.


==Avoiding Common Mistakes for More Complex Menus==
===Starting, stopping, and the first menu===
You won't want your menu script to run all the time, so it needs a clear beginning and a clear ending. On activators you can use the [[onActivate]] block and use [[Activate|ReferenceEditorID.Activate player, 1]] to start the menu:
<pre>begin onActivate
  messagebox "What would you like to do?" "Button 0" ... "Button 9"
  set Choosing to 1
end
begin GameMode
  if (Choosing == 1)
    set Choice to GetButtonPressed
...</pre>
This works, but you will never be able to return to the first menu. To fix this, place the menu in the GameMode block. Set Choosing to -1 in the onActivate block to display the menu:
<pre>begin onActivate
  set Choosing to -1
end
begin GameMode
  if (Choosing == -1)
    messagebox "What would you like to do?" "Button 0" ... "Button 9"
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
...</pre>


===(Non-working, but insightful) Example Script for the above concepts===
To stop you can set '''''Choosing''''' back to 0. However, note that the GameMode block continues to run. To reduce the number of [[If]] tests run each frame use [[Return]]:
With those in mind, here's a basic menu script. (You may also notice that it doesn't quite work, that'll be explained afterwards.)
<pre>begin onActivate
<pre>Short Choosing
  set Choosing to -1
end


begin GameMode
  if (Choosing == 0)
    return


  elseif (Choosing == -1)
...
    set Choosing to 0 ;Whenever you want to exit the menu</pre>


Begin GameMode
===Keeping multiple menus separated===
  If (Choosing == 0)
Multiple menus require careful use of a governing variable to keep the menus separate. The most common error is to place the second menu within a button response, like this:
    Messagebox "What would you like to do?" "First Option"
<pre>begin onActivate
    Set Choosing to 1
  messagebox "What would you like to repair?" "Armor" ... "Weapons"
    Return
end
  Else
    If (GetButtonPressed > -1) ;Player has made a decision
      If (GetButtonPressed == 0) ;First Option
        ;whatever you want to do
        Set Choosing to 0
      Endif
    Else ;if (GetButtonPressed <= -1) - no decision
      Return ;Try to catch the decision in the next frame
    Endif
  Endif
End</pre>
The variable "Choosing" is used to separate the display of the menu and the catching of the player's decision. Since it's in a [[GameMode]] block, the script will run every frame. [[GetButtonPressed]] will return '''''-1''''' until the player makes a decision, in which case it will return '''''0''''' or '''''1''''', depending on the player's decision.


==Avoiding Common Mistakes for More Complex Menus==
begin GameMode
There are 2 and a half problems with the above script:
  set Choice to GetButtonPressed
  if (Choice == -1)
  ...
  elseif (Choice == 0) ;Armor
    messagebox "Which armor would you like to repair?" "Helmet" ... "Boots"
    set Choice2 to GetButtonPressed
    if Choice2 == -1
    ...
    elseif (Choice2 == 0) ;Helmet
    ...
    elseif (Choice2 == 9) ;Boots
    ...
    endif


===Only use GetButtonPressed once===
  elseif (Choice == 9) ;Weapons
First, [[GetButtonPressed]] only returns the player's decision once. On this section of code
    messagebox "Which weapon would you like to repair?" "Blade" ... "Bow"
<pre>    If (GetButtonPressed > -1)
      If (GetButtonPressed == 0)</pre>
that means that, once the player has made a decision, [[GetButtonPressed]] will return '''''0''''' for the first line, but will return '''''-1''''' for the second (this would be true for an <u>'''''if/elseif'''''</u> test as well). This can be fixed by setting a variable (for this tutorial it will be '''''Choice''''') to [[GetButtonPressed]] with <u>'''''set Choice to GetButtonPressed'''''</u>. Place this line after displaying the menu, as such:
<pre>Short Choosing
Short Choice
...
  Else ;if (Choosing == 1) or menu has been shown
    Set Choice to GetButtonPressed
    If (Choice > -1) ;Player has made a decision
      If (Choice == 0) ;First Option
        ;whatever you want to do
        Set Choosing to 0
      Endif
    Else ;if (Choice <= -1) - no decision
      Return ;Try to catch the decision in the next frame
    Endif
...</pre>
...</pre>
If the player selects "Armor" from the first menu, the second menu ("Which armor would you like to repair") will be displayed, but any choice the player makes from the second menu will really be based on the first menu. For instance, if the player selects "Boots" in the second menu, the "Which weapons would you like to repair?" menu will be displayed.
Following the steps of the script, you can see why. The player will be shown the "What would you like to repair?" menu. They select "Armor". For a few frames GetButtonPressed sets Choice to -1, and nothing happens. About 15 frames after the player makes their choice, GetButtonPressed will return 0. This will bring up the second menu "Which armor...?". Choice2 will be set to -1, as the player hasn't read it yet. The player selects "Boots". Again, there will be several frames between the menu, and when GetButtonPressed returns the player's choice. This means the script will be running from the beginning of the GameMode block again. This time, Choice is set to 9 (because "Boots" was the tenth button), and the "Which weapon...?" menu is displayed.
To prevent this from happening, use the Choosing variable to keep menus separate:
<pre>begin onActivate
  set Choosing to -1
end
begin GameMode
  if (Choosing == 0)
    return
  elseif (Choosing == -1)
    messagebox "What would you like to repair?" "Armor" ... "Weapons"
    set Choosing to 1
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Armor
      set Choosing to -10
    ...
    elseif (Choice == 9) ;Weapons
      set Choosing to -11
    endif


===Running after the player's decision is caught===
  elseif (Choosing == -10) ;Armor
The half problem – any of your code in the <u>''''';whatever you want to do'''''</u> section will only run for a single frame. This is good enough in most cases, however, if you need to run that section for more than one frame (i.e., waiting for another process to finish) you will have to set up things a bit differently. The reason, extending on the previous reason – [[GetButtonPressed]] will only return the player's decision once, and only for one frame. To fix this, set the variable only when [[GetButtonPressed]] returns '''''-1''''', as such:
    messagebox "Which armor would you like to repair?" "Helmet" ... "Boots"
    set Choosing to 10
  elseif (Choosing == 10)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Helmet
      set Choosing to 0 ;To exit
    ...
    elseif (Choice == 9) ;Boots
      set Choosing to 0 ;To exit
    endif
 
  elseif (Choosing == -11) ;Weapon
    messagebox "Which weapon would you like to repair?" "Blade" ... "Blunt"
    set Choosing to 11
  elseif (Choosing == 11)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Blade
      set Choosing to 0 ;To exit
    ...
    elseif (Choice == 9) ;Blunt
      set Choosing to 0 ;To exit
    endif
  endif
end</pre>
Note that each menu has a pair of corresponding numbers: Main menu, -1/1; Armor menu, -10/10; Weapon menu, -11/11. When you set Choosing to the corresponding number, that menu will be shown. You can find more information in the [[MessageBox Tutorial#Moving Between Multiple Menus|Moving Between Multiple Menus]] section.
 
===Running the same choice for multiple frames===
So far, we've been using GetButtonPressed like this:
<pre>...
<pre>...
   else ;if (Choosing == 1) or menu has been shown
   elseif (Choosing == 1)
     If (Choice == -1) ;Player hasn't made a decision
    set Choice to GetButtonPressed
    if (Choice == -1)
      return
    elseif (Choice == 0)
...</pre>
For 99% of what you'll do, this will work perfectly. However, let's say you need to scan through the player's inventory one item at a time:
<pre>...
  elseif (Choosing == -1)
    messagebox "What would you like to do?" "Count food" "Nothing"
    set Choosing to 1
    set Choice to GetButtonPressed
  elseif (Choosing == 1)
     set Choice to GetButtonPressed
    if (Choice == -1)
      return
    elseif (Choice == 0) ;Count the number of food items in the player's possession
      set InvPos to (InvPos + 1)
      set pInvObj to (player.GetInventoryObject
      if (IsFood pInvObj)
        set FoodCount to (FoodCount + 1)
      endif
      ...
    elseif (Choice == 1) ;Nothing
      set Choosing to 0 ;To exit
    endif
...</pre>
"Count food" requires several frames to complete. Once GetButtonPressed returns 0, it will start off and test the first item. However, on the following frames GetButtonPressed will return -1, causing an infinite loop of ''if (Choice == -1) -> return''. To prevent this, only run GetButtonPressed when it had previously returned -1:
<pre>...
  elseif (Choosing == -1)
    messagebox "What would you like to do?" "Count food" "Nothing"
    set Choosing to 1
    set Choice to -1
  elseif (Choosing == 1)
    if (Choice == -1)
       set Choice to GetButtonPressed
       set Choice to GetButtonPressed
    elseif (Choice == 0) ;Count the number of food items in the player's possession
      set InvPos to (InvPos + 1)
      set pInvObj to (player.GetInventoryObject
      if (IsFood pInvObj)
        set FoodCount to (FoodCount + 1)
      endif
      ...
    elseif (Choice == 1) ;Nothing
      set Choosing to 0 ;To exit
    endif
...</pre>
Note that Choice is reset to -1 after displaying a menu. Otherwise, Choice would still be the same as for the last menu (0, in this case). GetButtonPressed would never be run because Choice isn't equal to -1, and that Choice (0) would run instead of the player's choice.
==Creating Your New Menu==
===In which I try to convince you to use an activator===
This is still being discussed. Feel free to join and share your thoughts and opinions on the Discussion page.
There are 4 mediums you could use for the script: Quest, Activator, Tokens (Object scripts on items in the player's possession), and Spells (or Magic Effect scripts). Each has their own advantages and disadvantages, but it's suggested you use an activator.
====Activator Advantages====
* Activators can keep persistent variables that other scripts can use (unlike tokens and spells)
** Quest variables can be reset by using 'StartQuest' when the quest is already running (and there are reports of quests requiring resetting if a variable is added in a mod's update).
** Activators are safe from Oblivion cell resets. These resets will return a container's inventory to it's original state, objects to their start location, etc., but the variables on the activator will remain the same.
* There's a clear beginning to it ([[OnActivate]], unlike quests)
* It's easy and fast to start (harder for a quest)
* Tokens can randomly cause CTDs when removed (unless you wait for 5 frames first, and may cause [[:Category:Tidbits#Tokens_lead_to_crashes.3F|other problems]] upon removal)
* Spells are difficult to manage
** Spells will only run in GameMode
** There will always be time inbetween menus, in which the spell's duration will decrease. Giving the spell a long duration can work, but is not a guarantee for multi-layered menus.
====Activator Disadvantages====
* They need to be [[Loaded]] to run every frame. The easiest way to keep it loaded is to set one of it's own variables every frame. Setting a variable loads an object into memory, as if it were in the same cell as the player. Like this:
<pre>short Working
...
begin GameMode
...
  set Working to 1
...
</pre>
* Their script can run even when not around the player (though only for a single frame, but enough to cause [[:Category:Tidbits#When_do_remote_activators_run.3F|problems]]). To solve this problem, set a flag variable (for this tutorial, ''Working'') to 1 when the script should be running, and 0 when it should end. Use an '''if''' test to check ''Working'', like so:
<pre>short Working
...
begin onActivate
...
  set Working to 1
end
begin GameMode
  if Working
    if (Choosing == 0)
      set Working to 0
...
  endif
end</pre>
Set Working to 0 when you wish to keep the script from running.
* These solutions work hand in hand. When the script should be running, and Working is 1, set Working to 1 at the beginning of every frame to keep it loaded for the next frame. When it's 0, don't set any variables and the activator will be unloaded, preventing the script from errantly running. Combining them looks like this:
<pre>short Working
...
begin onActivate
...
  set Working to 1
end
begin GameMode
  if Working
    set Working to 1
    if (Choosing == 0)
      set Working to 0
       return
       return
     elseif (Choice == 0) ;Player has selected the first option
     elseif (Choosing == 1)
...</pre>
...
    endif
  endif
end</pre>


===Starting the whole thing===
====Other methods====
The second problem is a bit more drastic – every time the player makes a decision the menu will be displayed again. This problem can be fixed by changing the <u>'''''If (Choosing == 0)'''''</u> test to <u>'''''If (Choosing == -1)'''''</u>, and having a clear start to the script (i.e., [[OnActivate]], [[OnAdd]], etc.) that will <u>'''''set Choosing to -1'''''</u>. There are a few ways to start the script off, but my preferred method is to use a persistent activator. The advantages of a persistent activator:
* [[MessageBox_Tutorial/Quest_Scripts|Quests]]
*There's a clear beginning to it ([[OnActivate]])
* [[MessageBox_Tutorial/Token_Scripts|Tokens]]
*It's easy to start (unlike a quest)
* [[MessageBox_Tutorial/Spell_Scripts|Spells]]
*It's fast to start (harder for a quest)
*It can run every frame (harder for a quest)
*The variables can be global (harder for a [[Unplayable Items|token]])
*And it's simply easier to manage than a spell (if a spell is really possible at all, I haven't seen one yet) [[MessageBox Tutorial#Multiple Menus in a Spell Script|Multiple Menus in a Spell Script]]
The only disadvantage is that activators need to be in the same cell as the player (loaded in memory) to run, so you will have to remember to add a few lines to move the activator to the player when starting and away when finished. Of course, with some work, quests and tokens can be made to do the same, but I don't find them quite as easy to set up.


==Creating Your New Menu==
===What you'll need===
You'll need to set up some objects for the next script: an invisible activator, an XMarker, and your own cell:
You'll need to set up some objects for the next script: an invisible activator, an XMarker, and your own cell:


===Your own cell===
===Your own cell===
Line 139: Line 308:
#Select "Duplicate Cell"
#Select "Duplicate Cell"
#Rename your new cell to something you'll remember (and don't worry about the lack of floors, it'll work just fine)
#Rename your new cell to something you'll remember (and don't worry about the lack of floors, it'll work just fine)
===XMarker===
#Scroll down the "Object Window"
#Select Statics
#Scroll to the bottom
#Double-click your cell in the "Cell View" window to open it in the "Render Window"
#Drag the XMarker from the "Object Window" into the "Render Window"
#Right-click the red X (XMarker) in the "Render Window"
#Select edit.
#In the "Reference Editor ID" box, give it a name you'll remember (in these examples it will be "YourXMarker").


===Activator===
===Activator===
#Select an activator in the "Object Window"
#Select an activator in the "Object Window"
#*It needs to be an activator. Statics can't have scripts, [[Crashes#Activating_a_Container_(including_NPC)|NPCs and containers can cause a CTD if they have a scripted item in their inventory]], and items can be picked up.
#Edit the name
#Edit the name
#Press enter (or select ok in the edit menu)
#Press enter (or select ok in the edit menu)
Line 159: Line 317:
#Drag your new activator into the "Render Window"
#Drag your new activator into the "Render Window"
#Right-click it
#Right-click it
#Give it a "Reference Editor ID"
#Give it a "Reference Editor ID". This is the reference you'll use to start up the menu, so make it something memorable.
#Mark it as "Persistent Reference" and "Initially Disabled"
#Mark it as "Persistent Reference" and "Initially Disabled"
#Place the following script on your new activator
#Place the following script on your new activator
Line 166: Line 324:
##Select Edit
##Select Edit
##In the "Script" pull-down box, select "YourMenuScript"
##In the "Script" pull-down box, select "YourMenuScript"


===Activator Script===
===Activator Script===
<pre>scn YourMenuScript
<pre>scn YourMenuScript
Short Working
Short Choosing
Short Choosing
Short Choice
Short Choice
Line 177: Line 335:
Begin onActivate
Begin onActivate
   Set Choosing to -1
   Set Choosing to -1
   If (GetInSameCell player == 0) ;always keep it near the player
   Set Working to 1
    MoveTo player
  Endif
End
End


Line 185: Line 341:


Begin GameMode
Begin GameMode
   If (Choosing == 0) ;meaning it shouldn't be running
   If Working
     If (GetInSameCell YourXMarker == 0)
     Set Working to 1
      MoveTo YourXMarker
    Endif


    If (Choosing == 0) ;meaning it shouldn't be running
      Set Working to 0
      ;Add anything that needs to be re-initialized,
   
    Elseif (Choosing == -1) ;Display your menu
      Messagebox "Which option?" "First Option" "Second Option" ... "Tenth Option"
      Set Choosing to 1
      Set Choice to -1
    Elseif (Choosing == 1) ;Catch the player's decision
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;First Option
        ;run your code for the first decision
        Set Choosing to 0 ;to finish up
      Elseif (Choice == 1) ;Second Option
        ;run your code for the second decision
        Set Choosing to 0 ;to finish up
;...
;      Elseif (Choice == 9) ;Tenth Option
        ;run your code for the tenth decision
;        Set Choosing to 0 ;to finish up


  Elseif (Choosing == -1) ;Display your menu
       Endif
    Messagebox "Which option?" "First Option" "Second Option" ;...
    Set Choosing to 1
    Set Choice to GetButtonPressed
    Return
 
  Elseif (Choosing == 1) ;Catch the player's decision
    If (Choice == -1) ;No choice yet
       Set Choice to GetButtonPressed
      Return
    Elseif (Choice == 0) ;First Option
      ;run your code for the first decision
      Set Choosing to 0 ;to finish up
    Elseif (Choice == 1) ;Second Option
      ;run your code for the second decision
      Set Choosing to 0 ;to finish up
;...
;Further illustrations of more options
;    Elseif (Choice == #) ;Nth Option
      ;run your code for the nth decision
;      Set Choosing to 0
;    Elseif (Choice == 9) ;Final/Tenth Option
      ;run your code for the tenth decision
;      Set Choosing to 0
     Endif
     Endif
   Endif
   Endif
End</pre>
End</pre>
Ok, no games that time. You can start your menus from any script with <u>'''''YourActivatorsReferenceEditorID.Activate player, 1'''''</u> and this script will do the rest.
You can start your menus from any script with <pre>YourActivatorsReferenceEditorID.Activate player, 1</pre>.


==Moving Between Multiple Menus==
===Review===
As stated before, each menu has a pair of corresponding numbers. For clarity and to keep the two necessary halves of menus separate, those pairs of numbers have been set up a a negative number (i.e., -1) and a positive number (1). The negative number refers to the code that displays the menu:
<pre>...
  if (Choosing == -1)
    messagebox "What would you like to do?"
    set Choosing to 1
...</pre>
while the positive number refers to the code to return the player's choice:
<pre>...
  elseif (Choosing == 1)
    if (Choice == -1)
      set Choice to GetButtonPressed
    elseif (Choice == 0)
...</pre>
You can start up any menu by setting Choice to the corresponding negative number:
<pre>set Choosing to -1</pre>
from anywhere else in the script.


==Moving Between Multiple Menus==
===Using numbers to track menu layers===
Not only will the above code work, but it makes multiple menus easy to do. Remember that each menu has two parts: the display of the menu and catching the player's decision. So, each menu can be broken into two numbers, a negative number ('''''-1''''' in the example above) and a positive number ('''''1''''' in the example above). Use different numbers for each menu, and whenever you want to move to a new menu, use <u>'''''set Choosing to -#'''''</u>. Here's several examples of menu switching: (also, please note that due to wiki limitations, the messageboxes below have been given line breaks, whereas in the CS they wouldn't have one)
If you're making multi-layered menus, you can use the numbers to know which layer you're on and the previous menu(s). For the first layer (the main menu), use the pair -1/1. For the branching menus, use -11/11, -12/12, etc. If menu -11 has more branches, set them to -111/111, -112/112, etc.
<pre>Short Choosing
 
Each new layer gets an extra number. For example, a sub-branch from menu -12 would be -121. The number on the right refers to the sub-branch, while the numbers on the left refer to the menu they branched from. This is recursive, so in this example -121 is the first sub-branch from menu -12, and -12 is the second sub-branch from the menu -1.
 
===Example script===
Here's several examples of menu switching: (also, please note that due to wiki limitations, the messageboxes below have been given line breaks, whereas in the CS they would be on one line)
<pre>Short Working
Short Choosing
Short Choice
Short Choice


Line 229: Line 405:


Begin onActivate
Begin onActivate
  Set Working to 1
   Set Choosing to -1
   Set Choosing to -1
  If (GetInSameCell player == 0)
    MoveTo player
  Endif
End
End


Line 238: Line 412:


Begin GameMode
Begin GameMode
   If (Choosing == 0) ;meaning it shouldn't be running
   If Working
     If (GetInSameCell YourXMarker == 0)
     Set Working to 1
      MoveTo YourXMarker
    Endif


    If (Choosing == 0) ;meaning it shouldn't be running
      Set Working to 0
      ;Add anything that needs to be re-initialized,


  Elseif (Choosing == -1) ;Display your menu
    Elseif (Choosing == -1) ;Display your menu
    Messagebox "Would you like to donate gold or food?" "Gold" "Food"
      Messagebox "What would you like to donate?" "Gold" "Food" "Blood" "Cancel"
                                                        "Blood" "Cancel"
      Set Choosing to 1
    Set Choosing to 1
      Set Choice to -1
    Set Choice to GetButtonPressed
     Elseif (Choosing == 1)
     Return
      If (Choice == -1) ;No choice yet
 
        Set Choice to GetButtonPressed
  Elseif (Choosing == 1)
       Elseif (Choice == 0) ;Gold
    If (Choice == -1) ;No choice yet
        Set Choosing to -11 ;to open the Gold menu
      Set Choice to GetButtonPressed
      Elseif (Choice == 1) ;Food
       Return
        Set Choosing to -12 ;to open the Food menu
    Elseif (Choice == 0) ;Gold
      Elseif (Choice == 2) ;Blood
      Set Choosing to -2 ;to open the Gold menu
        Set Choosing to -13 ;to open the Blood menu
    Elseif (Choice == 1) ;Food
      Elseif (Choice == 3) ;Cancel
      Set Choosing to -3 ;to open the Food menu
        Set Choosing to 0 ;to close the menus
    Elseif (Choice == 2) ;Blood
      Endif
      Set Choosing to -4 ;to open the Blood menu
    Elseif (Choice == 3) ;Cancel
      Set Choosing to 0 ;to close the menus
    Endif
    Return


  Elseif (Choosing == -2) ;Gold menu
    Elseif (Choosing == -11) ;Gold menu
    Messagebox "How much Gold would you like to donate?" "25"
      Messagebox "How much Gold would you like to donate?" "25"
             "I've changed my mind" "I've changed my mind, I'll donate Food"
             "I've changed my mind" "I've changed my mind, I'll donate Food"
             "I've changed my mind, I'll donate Blood"
             "I've changed my mind, I'll donate Blood"
             "I've changed my mind, I won't donate anything"  
             "I've changed my mind, I won't donate anything"  
     Set Choosing to 2
      Set Choosing to 11
    Set Choice to GetButtonPressed
      Set Choice to -1
    Return
     Elseif (Choosing == 11)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;25
        If (player.GetGold > 25)
          Player.RemoveItem Gold001 25
          Set Choosing to 0
        Else
          Set Choosing to -99 ;a message that the player doesn't have enough
        Endif
      Elseif (Choice == 1) ; I've changed my mind
        Set Choosing to -1 ;to return to the opening menu
      Elseif (Choice == 2) ; I've changed my mind, I'll donate food
        Set Choosing to -12 ;to open the food menu
      Elseif (Choice == 3) ; I've changed my mind, I'll donate blood
        Set Choosing to -13 ;to open the blood menu
      Elseif (Choice == 4) ; I've changed my mind, I won't donate anything
        Set Choosing to 0 ;to close the menus
      Endif


  Elseif (Choosing == 2)
    Elseif (Choosing == -12) ;Food menu
    If (Choice == -1) ;No choice yet
      Messagebox "How much food would you like to donate?" "An apple"
                                                          "Two apples"
                                                          ...
                                                          "Cancel"
      Set Choosing to 12
       Set Choice to GetButtonPressed
       Set Choice to GetButtonPressed
     Elseif (Choice == 0) ;25
     Elseif (Choosing == 12)
       If (player.GetGold > 25)
      If (Choice == -1) ;No choice yet
         Player.RemoveItem Gold001 25
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;An Apple
        If (player.GetItemCount Apple)
          player.RemoveItem Apple 1
        Else
          set Choosing to -99 ;Go to special 'Not enough' menu
        Endif
        Set Choosing to -1 ;To return to main menu
       Elseif (Choice == 1)  ;Two Apple
        If ((player.GetItemCount Apple) > 1)
          player.RemoveItem Apple 2
        Else
          set Choosing to -99 ;Go to special 'Not enough' menu
         Endif
        Set Choosing to -1 ;To return to main menu
;...
      Elseif (Choice == 9)  ;Cancel
         Set Choosing to 0
         Set Choosing to 0
      Else
        Set Choosing to -99 ;a message that the player doesn't have enough
       Endif
       Endif
    Elseif (Choice == 1) ; I've changed my mind
      Set Choosing to -1 ;to return to the opening menu
    Elseif (Choice == 2) ; I've changed my mind, I'll donate food
      Set Choosing to -3 ;to open the food menu
    Elseif (Choice == 3) ; I've changed my mind, I'll donate blood
      Set Choosing to -4 ;to open the blood menu
    Elseif (Choice == 4) ; I've changed my mind, I won't donate anything
      Set Choosing to 0 ;to close the menus
    Endif
    Return


  Elseif (Choosing == -3) ;Food menu
    Elseif (Choosing == -13) ;Blood menu
    Messagebox "How much food would you like to donate?" "Options"
      Messagebox "How much blood would you like to donate?" "1 HP"
                                                        "More Options"
                                                            "2 HP"
                                                        ...
                                                            ...
                                                        "Cancel"
                                                            "Cancel"
    Set Choosing to 3
      Set Choosing to 13
    Set Choice to GetButtonPressed
    Return
 
  Elseif (Choosing == 3)
    If (Choice == -1) ;No choice yet
       Set Choice to GetButtonPressed
       Set Choice to GetButtonPressed
     Elseif (Choice == 0)  ;Options
     Elseif (Choosing == 13)
...
      If (Choice == -1) ;No choice yet
    Elseif (Choice == 9)  ;Cancel
        Set Choice to GetButtonPressed
      Set Choosing to 0
      Elseif (Choice == 0)  ;1 HP
    Endif
        player.ModAV Health -1 ;don't actually use this, just an easy example
    Return
        set Choosing to -1 ;to return to the main menu
 
      Elseif (Choice == 1)  ;2 HP
        player.ModAV Health -2 ;don't actually use this, just an easy example
        set Choosing to -1 ;to return to the main menu
;...
      Elseif (Choice == 9)  ;Cancel
        Set Choosing to 0
      Endif


     Elseif (Choosing == -99) ;Player-doesn't-have-enough menu
     Elseif (Choosing == -99) ;Player-doesn't-have-enough menu
Line 320: Line 517:
       Set Choosing to 99
       Set Choosing to 99
       Set Choice to GetButtonPressed
       Set Choice to GetButtonPressed
      Return
     Elseif (Choosing == 99)
     Elseif (Choosing == 99)
    If (Choice == -1) ;No choice yet
      If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
        Set Choice to GetButtonPressed
    Elseif (Choice == 0) ;player pressed "Done", return to main menu
      Elseif (Choice == 0) ;player pressed "Done", return to main menu
      Set Choosing to -1
        Set Choosing to -1
      Endif
     Endif
     Endif
    Return
   Endif
   Endif
End</pre>
End</pre>
I suggest using numbers instead of other variables when setting '''''Choosing'''''. Numbers give more meaning than words in this case, as the negative and positive numbers separate which part of the menu you're dealing with. You can also use numbers to signify which layer of the menu you are in. For instance, '''''-1''''' was the first layer in the above example. For the sub-menus of the main menu (Gold, Food, Blood), you can use '''''-11''''', '''''-12''''', '''''-13'''''. And, for example, for the sub-menus of Food you can use '''''-121''''', '''''-122''''', '''''-123''''' such that the first number signifies the menu of the first layer, the second the menu of the second layer, etc.
===Multiple Menus in a Spell Script===
A spell presents several challenges for multiple menus, but it can be done. Most importantly, you will need to set a high duration on the spell (see [[GetButtonPressed#GameMode or MenuMode?]]). However, the player could still open enough menus to run down the duration, no matter how long. To cover this scenario, all of the menu variables will be copied to a persistent object (in this case, the quest MenuVariables) when the spell runs out, and the spell will be recast.
This leads to one more small problem - if the variables are left set, then every time the spell is cast the menu would start more it left off before (well, ok, this could be cool, but I'll assume it's undesirable). To solve this, all of the external menu variables will be reset when the player exits the menu.
Note also that, as of now, this hasn't been tested for multiple menus.
The quest script:
<pre>scn MenuVariablesScript
Short Choosing
Short Choice</pre>
The spell script:
<pre>Short Choosing
Short Choice
Begin SpellEffectStart
  if MenuVariables.Choosing
    Set Choosing to MenuVariables.Choosing
    Set Choice to MenuVariables.Choice
  else
    Set Choosing to -1
  endif
End
Begin SpellEffectUpdate
  If (Choosing == 0) ;meaning it shouldn't be running
    set MenuVariables.Choosing to 0
    set MenuVariables.Choice to 0
  Elseif (Choosing == -1) ;Display your menu
    Messagebox "What do you want to do?", ["Button0"], ..., ["Button8"], "Next Page"
    Set Choosing to 1
    Set Choice to GetButtonPressed
  Elseif (Choosing == 1)
    If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
      Return
    Elseif (Choice == 0) ;Button0
      ;Whatever you want to do
      Set Choosing to 0
...
    Elseif (Choice == 8) ;Button8
      ;Whatever you want to do
      Set Choosing to 0
    Elseif (Choice == 9) ;Next Page
      Set Choosing to -2 ;Following menu (choosing == -2)
    Endif
  Elseif (Choosing == -2) ;Gold menu
    Messagebox "What do you want to do?", ["Button0"], ..., ["Button8"], "Exit"
    Set Choosing to 2
    Set Choice to GetButtonPressed
  Elseif (Choosing == 2)
    If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
    Elseif (Choice == 0) ;Button0
      ;Whatever you want to do
      set Choosing to 0
    ...
    Elseif (Choice == 8) ;Button8
      ;Whatever you want to do
      Set Choosing to 0
    Elseif (Choice == 9) ;Exit
      Set Choosing to 0 ;to close the menus
    Endif
  Endif
End
begin ScriptEffectFinish
  if Choosing
    set MenuVariables.Choosing to Choosing
    set MenuVariables.Choice to Choice
    player.Cast Spell
  endif
end</pre>
'''Notes:'''
* Using multiple menus, or catching a button press with [[GetButtonPressed]] in a magic effect script requires that the spell duration be more than 0 in order for '''GetButtonPressed''' to capture the button.
* The [[ScriptEffectFinish]] block will always run immediately after the last running of the [[ScriptEffectUpdate]] block. Due to this, if the '''ScriptEffectUpdate''' block has a '''Return''' statement that fires at this point of the script, the '''ScriptEffectFinish''' block will not run.


==Extras==
==Extras==
That will take care of most menu systems you'll ever want to create. However, there is still more functioniality you can add to your menus. From here, you can either get it all by using the following script, or pick and choose using the mini-tutorials:
That will take care of most menu systems you'll ever want to create. However, there is still more functioniality you can add to your menus. From here, you can either get it all by using the following script, or pick and choose using the mini-tutorials:
<br>[[MessageBox_Tutorial:_Centralized_Decision_Catching|Centalizing your decision catching]]
<br>[[MessageBox_Tutorial/Centralized_Decision_Catching|Centalizing your decision catching]]
<br>[[Messagebox_Tutorial:_Centralizing_Your_Menu_Exits|Centralizing your menu exits]]
<br>[[Messagebox_Tutorial/GameMode_And_MenuMode|Running menus in both GameMode and MenuMode when your script is too large]]
<br>[[Messagebox_Tutorial:_GameMode_And_MenuMode|Running menus in both GameMode and MenuMode when your script is too large]]
<br>[[MessageBox_Tutorial/Ensuring_Your_Menu_Is_Seen|Ensuring your menus are seen]]
<br>[[MessageBox_Tutorial:_Ensuring_Your_Menu_Is_Seen|Ensuring your menus are seen]]
<br>[[Messagebox_Tutorial/Set_Variables|Allowing the player to set a variable to any number]]
<br>[[Messagebox_Tutorial:_Set_Variables|Allowing the player to set a variable to any number]]
<br>[[MessageBox_Tutorial/External_Menu_Selection|Controlling the menu system via external scripts]]
<br>[[MessageBox_Tutorial:_External_Menu_Selection|Controlling the menu system via external scripts]]
 


==Applying it all==
==Applying it all==
Line 442: Line 539:
<pre>scn YourMenuScript
<pre>scn YourMenuScript


Short Working
Short Choosing
Short Choosing
Short Choice
Short Choice
;Centralized Menu Exiting variable
Short Reset


;GameMode and MenuMode variables
;GameMode and MenuMode variables
Line 453: Line 548:


;Ensuring Your Menu Is Read variables
;Ensuring Your Menu Is Read variables
Float MessageTimer
Short MessageCounter
Short MessageButton






Begin onActivate
Begin onActivate
   If (Choosing >= 0)
   If (Choosing >= 0) ;Controlling the menu system via external scripts
     Set Choosing to -1
     Set Choosing to -1
   Endif
   Endif
   Set Reset to 1
   Set Working to 1
   If (MenuMode == 0)
  Set MessageCounter to 0 ;Ensuring your menus are seen
   If (MenuMode == 0) ;Running menus in both GameMode and MenuMode
     Set GMRun to 1
     Set GMRun to 1
  Endif
  If (GetInSameCell player == 0) ;always keep it near the player
    MoveTo player
   Endif
   Endif
End
End
Line 473: Line 565:




Begin GameMode
Begin GameMode ;Running menus in both GameMode and MenuMode
   If (Choosing == 0)
   If Working
    Set GMRun to 0
    Set Working to 1
    If (GetInSameCell YourXMarker == 0)
 
       MoveTo YourXMarker
    If (Choosing == 0)
    Endif
      Set GMRun to 0
     Return
      Set Working to 0
  Elseif GMRun
       Set MessageCounter to 0 ;Ensuring your menu is seen
    Set GMRun to 0
      ;Add anything that needs to be re-initialized
    Set ExitButton to 0
     Elseif GMRun
    Messagebox "Exiting options..."
      Set GMRun to 0
  Elseif (Choice == -1)
      Set ExitButton to 0
    If (MessageTimer > 0) || (MessageCounter > 0)
      Messagebox "Exiting options..."
      Set Choice to GetButtonPressed
    Elseif (Choice == -1) ;Ensuring your menus are seen
      If (Choice > -1)
      if (MessageCounter < 30)
        Return
        set Choice to GetButtonPressed
      Endif
        if (Choice == -1)
      If (MenuMode 1001 == 0)
          if (MenuMode 1001 == 0)
        If (MenuMode 1004) || (MenuMode 1005) || (MenuMode 1006) ||
            if (MenuMode 1004 == 0) && (MenuMode 1005 == 0) && (MenuMode 1006 == 0) &&
          (MenuMode 1010) || (MenuMode 1011) || (MenuMode 1013) ||
              (MenuMode 1010 == 0) && (MenuMode 1011 == 0) && (MenuMode 1013 == 0) &&
          (MenuMode 1015) || (MenuMode 1016) || (MenuMode 1017) ||
              (MenuMode 1015 == 0) && (MenuMode 1016 == 0) && (MenuMode 1017 == 0) &&
          (MenuMode 1018) || (MenuMode 1019) || (MenuMode 1020) ||
              (MenuMode 1018 == 0) && (MenuMode 1019 == 0) && (MenuMode 1020 == 0) &&
          (MenuMode 1021) || (MenuMode 1024) || (MenuMode 1038) ||
              (MenuMode 1021 == 0) && (MenuMode 1024 == 0) && (MenuMode 1038 == 0) &&
          (MenuMode 1039) || (MenuMode 1044) || (MenuMode 1045) ||
              (MenuMode 1039 == 0) && (MenuMode 1044 == 0) && (MenuMode 1045 == 0) &&
          (MenuMode 1046) || (MenuMode 1047) || (MenuMode 1057)
              (MenuMode 1046 == 0) && (MenuMode 1047 == 0) && (MenuMode 1057 == 0)
          Return
              set MessageCounter to (MessageCounter + 1)
        Else
            endif
          Set MessageTimer to (MessageTimer - GetSecondsPassed)
          else ;MenuMode 1001
          Set MessageCounter to (MessageCounter - 1)
            set MessageCounter to 0
        Endif
          endif
      Else ;MenuMode 1001
         else ;Choice > -1
         Set MessageTimer to 1
          set MessageCounter to 0
        Set MessageCounter to 45
         endif
         Return
       else ;Display menu again
       Endif
        set Choosing to -(Choosing)
    Else ;Display menu again
        set MessageCounter to 0
      Message "Trying menu again..."
        message "Trying menu again..."
       Set Choosing to -(Choosing)
      endif
    Elseif (Choice != ExitButton)
       Set ExitButton to 0
       Messagebox "Exiting options..."
       Messagebox "Exiting options..."
    Elseif (Choice == ExitButton)
      Set Choosing to 0
     Endif
     Endif
  Elseif (Choice != ExitButton)
    Set ExitButton to 0
    Messagebox "Exiting options..."
   Endif
   Endif
End
End
Line 522: Line 615:


Begin MenuMode
Begin MenuMode
   If (Choosing == 0)
   If Working
    If Reset
    Set Working to 1
       ;reset whatever you need to
 
       Set Reset to 0
    If (Choosing == 0)
    Endif
       Set GMRun to 0 ;Running menus in both GameMode and MenuMode
    If (GetInSameCell YourXMarker == 0)
       Set Working to 0
       MoveTo YourXMarker
      Set MessageCounter to 0 ;Ensuring your menu is seen
    Endif
       ;Add anything that needs to be re-initialized




  Elseif (Choosing > 0) && (Choice == -1) ;No choice yet
    ;Ensuring your menu is seen
    If (MessageTimer > 0) || (MessageCounter > 0)
    ;Centralizing your menu decisions
      Set Choice to GetButtonPressed
    Elseif (Choosing > 0) && (Choice == -1) ;No choice yet
      If (Choice > -1)
      if (MessageCounter < 30)
        Return
        set Choice to GetButtonPressed
      Endif
        if (Choice == -1)
      If (MenuMode 1001 == 0)
          if (MenuMode 1001 == 0)
        If (MenuMode 1004) || (MenuMode 1005) || (MenuMode 1006) ||
            if (MenuMode 1004 == 0) && (MenuMode 1005 == 0) && (MenuMode 1006 == 0) &&
          (MenuMode 1010) || (MenuMode 1011) || (MenuMode 1013) ||
              (MenuMode 1010 == 0) && (MenuMode 1011 == 0) && (MenuMode 1013 == 0) &&
          (MenuMode 1015) || (MenuMode 1016) || (MenuMode 1017) ||
              (MenuMode 1015 == 0) && (MenuMode 1016 == 0) && (MenuMode 1017 == 0) &&
          (MenuMode 1018) || (MenuMode 1019) || (MenuMode 1020) ||
              (MenuMode 1018 == 0) && (MenuMode 1019 == 0) && (MenuMode 1020 == 0) &&
          (MenuMode 1021) || (MenuMode 1024) || (MenuMode 1038) ||
              (MenuMode 1021 == 0) && (MenuMode 1024 == 0) && (MenuMode 1038 == 0) &&
          (MenuMode 1039) || (MenuMode 1044) || (MenuMode 1045) ||
              (MenuMode 1039 == 0) && (MenuMode 1044 == 0) && (MenuMode 1045 == 0) &&
          (MenuMode 1046) || (MenuMode 1047) || (MenuMode 1057)
              (MenuMode 1046 == 0) && (MenuMode 1047 == 0) && (MenuMode 1057 == 0)
          Return
              set MessageCounter to (MessageCounter + 1)
        Else
            endif
          Set MessageTimer to (MessageTimer - GetSecondsPassed)
           else ;MenuMode 1001
          Set MessageCounter to (MessageCounter - 1)
            set MessageCounter to 0
           Return
          endif
        Endif
         else ;Choice > -1
      Else ;MenuMode 1001
          set MessageCounter to 0
         Set MessageTimer to 1
         endif
        Set MessageCounter to 45
       else ;Display menu again
         Return
        set Choosing to -(Choosing)
       Endif
        set MessageCounter to 0
    Else ;Display menu again
        message "Trying menu again..."
      Message "Trying menu again..."
       endif
       Set Choosing to -(Choosing)
      Return
    Endif




  Elseif (Choosing == -1) ;Display your menu
    Elseif (Choosing == -1) ;Display your menu
    Set ExitButton to # ;1 in this example
      Set ExitButton to 1 ;Running menus in both GameMode and MenuMode
    Messagebox "What would you like to do?" "First Option" ... "Exit Menu"
      Messagebox "What would you like to do?" "First Option" "Exit Menu"
    Set Choosing to 1
      Set Choosing to 1
    Set Choice to GetButtonPressed
      Set Choice to -1
     Return
     Elseif (Choosing == 1) ;Catch the player's decision
      If (Choice == 0) ;First Option
        ;run your code for the first decision
      Elseif (Choice == 1) ;Exit Menu
        ;run your code for the second descision
        Set Choosing to 0 ;to finish up
      Endif


  Elseif (Choosing == 1) ;Catch the player's decision
    ;Allowing the player to set any number
     Elseif (Choice == 0) ;First Option
    short NumNewIngsDefault
      ;run your code for the first decision
    elseif (Choosing == -2)
      Set Choosing to 0 ;to finish up
          set ExitButton to -2 ;Running menus in both GameMode and MenuMode
    Elseif (Choice == 1) ;Second Option
          messagebox "Set the default number of essences to be created.
      ;run your code for the second descision
                    (Currently %g)", NumNewIngsDefault,
      Set Choosing to 0 ;to finish up
                            "About 10 fewer (-12 to -8)"
                            "About 5 fewer (-7 to -3)"
                            "Default to that amount -2"
                            "Default to that amount -1"
                            "Default to that amount"
                            "Default to that amount +1"
                            "Default to that amount +2"
                            "About 5 more (+3 to +7)"
                            "About 10 more (+8 to +12)"
                            "Return to previous menu"
          set Choosing to 2
          set Choice to -1
     elseif (Choosing == 2)
          if (Choice == 0) ;10 fewer
            set NumNewIngsDefault to (NumNewIngsDefault - 10)
            set Choosing to -2
          elseif (Choice == 1) ;5 fewer
            set NumNewIngsDefault to (NumNewIngsDefault - 5)
            set Choosing to -2
          elseif (Choice == 7) ;5 more
            set NumNewIngsDefault to (NumNewIngsDefault + 5)
            set Choosing to -2
          elseif (Choice == 8) ;10 more
            set NumNewIngsDefault to (NumNewIngsDefault + 10)
            set Choosing to -2
          elseif (Choice == 2) ;-2
            set NumNewIngsDefault to (NumNewIngsDefault - 2)
            set Choosing to -1
          elseif (Choice == 3) ;-1
            set NumNewIngsDefault to (NumNewIngsDefault - 1)
            set Choosing to -1
          elseif (Choice == 4) ;Cancel
            set Choosing to -1
          elseif (Choice == 5) ;+1
            set NumNewIngsDefault to (NumNewIngsDefault + 1)
            set Choosing to -1
          elseif (Choice == 6) ;+2
            set NumNewIngsDefault to (NumNewIngsDefault + 2)
            set Choosing to -1
          elseif (Choice == 9) ;Return to previous menu
            set Choosing to -1
          endif
     Endif
     Endif
  Elseif (Choosing == -2)
...
   Endif
   Endif
End</pre>
End</pre>
[[Category: Scripting Tutorials]]
[[Category: Scripting Tutorials]]

Latest revision as of 09:37, 15 April 2010

Tools used in this tutorial

Required

Optional


Intro[edit | edit source]

Most MessageBox mistakes are made when simple scripts are used as a base for more complex menu scripts. To prevent this, this tutorial will work towards a single all-purpose script that can be used and expanded for any situation. By the end, you will know the problems that can pop-up in a menu script, how to prevent them, and why every line of the all-purpose script is needed.

We'll start out with some of the basic mechanics of the MessageBox and related functions, followed by common mistakes in complex scripts, and then the all-purpose script and how to set it up. Finally, we'll go through how to use the script to easily move between multi-layered menus, and some extras that you can tack on to it.

Note that there are 4 mediums to attach a menu script to: Activators, Quests, Tokens (Object scripts on items in the player's possession), and Spells (or Magic Effect scripts). This article will focus mainly on activators, but the other methods, their differences, and how to set them up will be discussed on other pages. Activators are the focus as they are easier and safer to use in most situations (see "In which I try to convince you to use an activator" for the reasons, though it's highly suggested to read the article first).

Basic Mechanics of MessageBox and Related Functions[edit | edit source]

Every menu requires two functions: MessageBox to display the menu, and GetButtonPressed to return which button the player pressed. Follow the links for more details, but here are the important things to remember:

GetButtonPressed[edit | edit source]

  1. GetButtonPressed returns numbers from –1 to 9:
    • -1 means no decision has been made
    • 0 means the player selected the first option
    • 1 for the second
    • ...
    • 9 for the tenth(you can have 10 options at most)
  2. GetButtonPressed will only return the correct button press the first time it's called in a script; any other use of GetButtonPressed will return -1. For instance, if the player presses the first button, then in the following script
if (GetButtonPressed == -1)
...
elseif (GetButtonPressed == 0)

GetButtonPressed will return 0 the first time, move on to the 'elseif' test, and return –1 the second time.

To take care of this, set a variable to GetButtonPressed, and test the variable instead, as such:

short Choice
...
set Choice to GetButtonPressed
if (Choice == -1)
...
elseif (Choice == 0)

Likewise, GetButtonPressed will return -1 for all following frames (until the script runs another messagebox).

Timing[edit | edit source]

MessageBox takes one frame to display, so you can use any block to display it. However, it can take up to 15 frames before GetButtonPressed will return the player's button press (even if the player presses the button on the same frame as the MessageBox function). Therefore, it needs to be in a block that runs every frame, such as GameMode, MenuMode, and ScriptEffectUpdate. It also needs to be on a script that is running every frame. For objects this means it must be in a Loaded cell, for quests this means fQuestDelayTime must be set to .001 and they must be running, and for spells this means the duration must be long enough (more on that in the Spell Menus subsection).

Keep 'em separated[edit | edit source]

Putting it all together, so far we end up with a script like this:

short Choice
...
messagebox "Your menu" "Button 0" ... "Button 9"
set Choice to GetButtonPressed
if (Choice == -1)
...
elseif (Choice == 0)
...

The problem with this script – every time it repeats while waiting for GetButtonPressed to return the player's button press, the MessageBox will be displayed again. To prevent this, you need to use a variable to keep them separated, as such:

short Choosing
short Choice
...
if (Choosing == -1)
  messagebox "Your menu" "Button 0" ... "Button 9"
  set Choosing to 1
  set Choice to GetButtonPressed
elseif (Choosing == 1)
  set Choice to GetButtonPressed
  if (Choice == -1)
  ...
  elseif (Choice == 0)
  ...

Note that both halves are required for each menu. To help keep things organized, you can set one to a negative number, and the other to a positive number, as in the above script.

Avoiding Common Mistakes for More Complex Menus[edit | edit source]

Starting, stopping, and the first menu[edit | edit source]

You won't want your menu script to run all the time, so it needs a clear beginning and a clear ending. On activators you can use the onActivate block and use ReferenceEditorID.Activate player, 1 to start the menu:

begin onActivate
  messagebox "What would you like to do?" "Button 0" ... "Button 9"
  set Choosing to 1
end

begin GameMode
  if (Choosing == 1)
    set Choice to GetButtonPressed
...

This works, but you will never be able to return to the first menu. To fix this, place the menu in the GameMode block. Set Choosing to -1 in the onActivate block to display the menu:

begin onActivate
  set Choosing to -1
end

begin GameMode
  if (Choosing == -1)
    messagebox "What would you like to do?" "Button 0" ... "Button 9"
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
...

To stop you can set Choosing back to 0. However, note that the GameMode block continues to run. To reduce the number of If tests run each frame use Return:

begin onActivate
  set Choosing to -1
end

begin GameMode
  if (Choosing == 0)
    return

  elseif (Choosing == -1)
...
    set Choosing to 0 ;Whenever you want to exit the menu

Keeping multiple menus separated[edit | edit source]

Multiple menus require careful use of a governing variable to keep the menus separate. The most common error is to place the second menu within a button response, like this:

begin onActivate
  messagebox "What would you like to repair?" "Armor" ... "Weapons"
end

begin GameMode
  set Choice to GetButtonPressed
  if (Choice == -1)
  ...
  elseif (Choice == 0) ;Armor
    messagebox "Which armor would you like to repair?" "Helmet" ... "Boots"
    set Choice2 to GetButtonPressed
    if Choice2 == -1
    ...
    elseif (Choice2 == 0) ;Helmet
    ...
    elseif (Choice2 == 9) ;Boots
    ...
    endif

  elseif (Choice == 9) ;Weapons
    messagebox "Which weapon would you like to repair?" "Blade" ... "Bow"
...

If the player selects "Armor" from the first menu, the second menu ("Which armor would you like to repair") will be displayed, but any choice the player makes from the second menu will really be based on the first menu. For instance, if the player selects "Boots" in the second menu, the "Which weapons would you like to repair?" menu will be displayed.

Following the steps of the script, you can see why. The player will be shown the "What would you like to repair?" menu. They select "Armor". For a few frames GetButtonPressed sets Choice to -1, and nothing happens. About 15 frames after the player makes their choice, GetButtonPressed will return 0. This will bring up the second menu "Which armor...?". Choice2 will be set to -1, as the player hasn't read it yet. The player selects "Boots". Again, there will be several frames between the menu, and when GetButtonPressed returns the player's choice. This means the script will be running from the beginning of the GameMode block again. This time, Choice is set to 9 (because "Boots" was the tenth button), and the "Which weapon...?" menu is displayed.

To prevent this from happening, use the Choosing variable to keep menus separate:

begin onActivate
  set Choosing to -1
end

begin GameMode
  if (Choosing == 0)
    return
  elseif (Choosing == -1)
    messagebox "What would you like to repair?" "Armor" ... "Weapons"
    set Choosing to 1
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Armor
      set Choosing to -10
    ...
    elseif (Choice == 9) ;Weapons
      set Choosing to -11
    endif

  elseif (Choosing == -10) ;Armor
    messagebox "Which armor would you like to repair?" "Helmet" ... "Boots"
    set Choosing to 10
  elseif (Choosing == 10)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Helmet
      set Choosing to 0 ;To exit
    ...
    elseif (Choice == 9) ;Boots
      set Choosing to 0 ;To exit
    endif

  elseif (Choosing == -11) ;Weapon
    messagebox "Which weapon would you like to repair?" "Blade" ... "Blunt"
    set Choosing to 11
  elseif (Choosing == 11)
    set Choice to GetButtonPressed
    if (Choice == -1)
    ...
    elseif (Choice == 0) ;Blade
      set Choosing to 0 ;To exit
    ...
    elseif (Choice == 9) ;Blunt
      set Choosing to 0 ;To exit
    endif
  endif
end

Note that each menu has a pair of corresponding numbers: Main menu, -1/1; Armor menu, -10/10; Weapon menu, -11/11. When you set Choosing to the corresponding number, that menu will be shown. You can find more information in the Moving Between Multiple Menus section.

Running the same choice for multiple frames[edit | edit source]

So far, we've been using GetButtonPressed like this:

...
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
    if (Choice == -1)
      return
    elseif (Choice == 0)
...

For 99% of what you'll do, this will work perfectly. However, let's say you need to scan through the player's inventory one item at a time:

...
  elseif (Choosing == -1)
    messagebox "What would you like to do?" "Count food" "Nothing"
    set Choosing to 1
    set Choice to GetButtonPressed
  elseif (Choosing == 1)
    set Choice to GetButtonPressed
    if (Choice == -1)
      return
    elseif (Choice == 0) ;Count the number of food items in the player's possession
      set InvPos to (InvPos + 1)
      set pInvObj to (player.GetInventoryObject
      if (IsFood pInvObj)
        set FoodCount to (FoodCount + 1)
      endif
      ...
    elseif (Choice == 1) ;Nothing
      set Choosing to 0 ;To exit
    endif
...

"Count food" requires several frames to complete. Once GetButtonPressed returns 0, it will start off and test the first item. However, on the following frames GetButtonPressed will return -1, causing an infinite loop of if (Choice == -1) -> return. To prevent this, only run GetButtonPressed when it had previously returned -1:

...
  elseif (Choosing == -1)
    messagebox "What would you like to do?" "Count food" "Nothing"
    set Choosing to 1
    set Choice to -1
  elseif (Choosing == 1)
    if (Choice == -1)
      set Choice to GetButtonPressed
    elseif (Choice == 0) ;Count the number of food items in the player's possession
      set InvPos to (InvPos + 1)
      set pInvObj to (player.GetInventoryObject
      if (IsFood pInvObj)
        set FoodCount to (FoodCount + 1)
      endif
      ...
    elseif (Choice == 1) ;Nothing
      set Choosing to 0 ;To exit
    endif
...

Note that Choice is reset to -1 after displaying a menu. Otherwise, Choice would still be the same as for the last menu (0, in this case). GetButtonPressed would never be run because Choice isn't equal to -1, and that Choice (0) would run instead of the player's choice.

Creating Your New Menu[edit | edit source]

In which I try to convince you to use an activator[edit | edit source]

This is still being discussed. Feel free to join and share your thoughts and opinions on the Discussion page.

There are 4 mediums you could use for the script: Quest, Activator, Tokens (Object scripts on items in the player's possession), and Spells (or Magic Effect scripts). Each has their own advantages and disadvantages, but it's suggested you use an activator.

Activator Advantages[edit | edit source]

  • Activators can keep persistent variables that other scripts can use (unlike tokens and spells)
    • Quest variables can be reset by using 'StartQuest' when the quest is already running (and there are reports of quests requiring resetting if a variable is added in a mod's update).
    • Activators are safe from Oblivion cell resets. These resets will return a container's inventory to it's original state, objects to their start location, etc., but the variables on the activator will remain the same.
  • There's a clear beginning to it (OnActivate, unlike quests)
  • It's easy and fast to start (harder for a quest)
  • Tokens can randomly cause CTDs when removed (unless you wait for 5 frames first, and may cause other problems upon removal)
  • Spells are difficult to manage
    • Spells will only run in GameMode
    • There will always be time inbetween menus, in which the spell's duration will decrease. Giving the spell a long duration can work, but is not a guarantee for multi-layered menus.

Activator Disadvantages[edit | edit source]

  • They need to be Loaded to run every frame. The easiest way to keep it loaded is to set one of it's own variables every frame. Setting a variable loads an object into memory, as if it were in the same cell as the player. Like this:
short Working
...
begin GameMode
...
  set Working to 1
...
  • Their script can run even when not around the player (though only for a single frame, but enough to cause problems). To solve this problem, set a flag variable (for this tutorial, Working) to 1 when the script should be running, and 0 when it should end. Use an if test to check Working, like so:
short Working
...
begin onActivate
...
  set Working to 1
end

begin GameMode
  if Working
    if (Choosing == 0)
      set Working to 0
...
  endif
end

Set Working to 0 when you wish to keep the script from running.

  • These solutions work hand in hand. When the script should be running, and Working is 1, set Working to 1 at the beginning of every frame to keep it loaded for the next frame. When it's 0, don't set any variables and the activator will be unloaded, preventing the script from errantly running. Combining them looks like this:
short Working
...
begin onActivate
...
  set Working to 1
end

begin GameMode
  if Working
    set Working to 1

    if (Choosing == 0)
      set Working to 0
      return
    elseif (Choosing == 1)
...
    endif
  endif
end

Other methods[edit | edit source]

What you'll need[edit | edit source]

You'll need to set up some objects for the next script: an invisible activator, an XMarker, and your own cell:

Your own cell[edit | edit source]

  1. Scroll down the "Cell View" window
  2. Select "TestQuset01"
  3. Right-click it
  4. Select "Duplicate Cell"
  5. Rename your new cell to something you'll remember (and don't worry about the lack of floors, it'll work just fine)

Activator[edit | edit source]

  1. Select an activator in the "Object Window"
  2. Edit the name
  3. Press enter (or select ok in the edit menu)
  4. Click "Yes" when it asks if you want to create a new item
  5. Drag your new activator into the "Render Window"
  6. Right-click it
  7. Give it a "Reference Editor ID". This is the reference you'll use to start up the menu, so make it something memorable.
  8. Mark it as "Persistent Reference" and "Initially Disabled"
  9. Place the following script on your new activator
    1. Make the following script
    2. In the "Object Window", right-click your new activator
    3. Select Edit
    4. In the "Script" pull-down box, select "YourMenuScript"

Activator Script[edit | edit source]

scn YourMenuScript
Short Working
Short Choosing
Short Choice



Begin onActivate
  Set Choosing to -1
  Set Working to 1
End



Begin GameMode
  If Working
    Set Working to 1

    If (Choosing == 0) ;meaning it shouldn't be running
      Set Working to 0
      ;Add anything that needs to be re-initialized,
    
    Elseif (Choosing == -1) ;Display your menu
      Messagebox "Which option?" "First Option" "Second Option" ... "Tenth Option"
      Set Choosing to 1
      Set Choice to -1
    Elseif (Choosing == 1) ;Catch the player's decision
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;First Option
        ;run your code for the first decision
        Set Choosing to 0 ;to finish up
      Elseif (Choice == 1) ;Second Option
        ;run your code for the second decision
        Set Choosing to 0 ;to finish up
;...
;      Elseif (Choice == 9) ;Tenth Option
         ;run your code for the tenth decision
;        Set Choosing to 0 ;to finish up

      Endif
    Endif
  Endif
End

You can start your menus from any script with

YourActivatorsReferenceEditorID.Activate player, 1

.

Moving Between Multiple Menus[edit | edit source]

Review[edit | edit source]

As stated before, each menu has a pair of corresponding numbers. For clarity and to keep the two necessary halves of menus separate, those pairs of numbers have been set up a a negative number (i.e., -1) and a positive number (1). The negative number refers to the code that displays the menu:

...
  if (Choosing == -1)
    messagebox "What would you like to do?"
    set Choosing to 1
...

while the positive number refers to the code to return the player's choice:

...
  elseif (Choosing == 1)
    if (Choice == -1)
      set Choice to GetButtonPressed
    elseif (Choice == 0)
...

You can start up any menu by setting Choice to the corresponding negative number:

set Choosing to -1

from anywhere else in the script.

Using numbers to track menu layers[edit | edit source]

If you're making multi-layered menus, you can use the numbers to know which layer you're on and the previous menu(s). For the first layer (the main menu), use the pair -1/1. For the branching menus, use -11/11, -12/12, etc. If menu -11 has more branches, set them to -111/111, -112/112, etc.

Each new layer gets an extra number. For example, a sub-branch from menu -12 would be -121. The number on the right refers to the sub-branch, while the numbers on the left refer to the menu they branched from. This is recursive, so in this example -121 is the first sub-branch from menu -12, and -12 is the second sub-branch from the menu -1.

Example script[edit | edit source]

Here's several examples of menu switching: (also, please note that due to wiki limitations, the messageboxes below have been given line breaks, whereas in the CS they would be on one line)

Short Working
Short Choosing
Short Choice



Begin onActivate
  Set Working to 1
  Set Choosing to -1
End



Begin GameMode
  If Working
    Set Working to 1

    If (Choosing == 0) ;meaning it shouldn't be running
      Set Working to 0
      ;Add anything that needs to be re-initialized,

    Elseif (Choosing == -1) ;Display your menu
      Messagebox "What would you like to donate?" "Gold" "Food" "Blood" "Cancel"
      Set Choosing to 1
      Set Choice to -1
    Elseif (Choosing == 1)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;Gold
        Set Choosing to -11 ;to open the Gold menu
      Elseif (Choice == 1) ;Food
        Set Choosing to -12 ;to open the Food menu
      Elseif (Choice == 2) ;Blood
        Set Choosing to -13 ;to open the Blood menu
      Elseif (Choice == 3) ;Cancel
        Set Choosing to 0 ;to close the menus
      Endif

    Elseif (Choosing == -11) ;Gold menu
      Messagebox "How much Gold would you like to donate?" "25"
            "I've changed my mind" "I've changed my mind, I'll donate Food"
            "I've changed my mind, I'll donate Blood"
            "I've changed my mind, I won't donate anything" 
      Set Choosing to 11
      Set Choice to -1
    Elseif (Choosing == 11)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;25
        If (player.GetGold > 25)
          Player.RemoveItem Gold001 25
          Set Choosing to 0
        Else
          Set Choosing to -99 ;a message that the player doesn't have enough
        Endif
      Elseif (Choice == 1) ; I've changed my mind
        Set Choosing to -1 ;to return to the opening menu
      Elseif (Choice == 2) ; I've changed my mind, I'll donate food
        Set Choosing to -12 ;to open the food menu
      Elseif (Choice == 3) ; I've changed my mind, I'll donate blood
        Set Choosing to -13 ;to open the blood menu
      Elseif (Choice == 4) ; I've changed my mind, I won't donate anything
        Set Choosing to 0 ;to close the menus
      Endif

    Elseif (Choosing == -12) ;Food menu
      Messagebox "How much food would you like to donate?" "An apple"
                                                           "Two apples"
                                                           ...
                                                           "Cancel"
      Set Choosing to 12
      Set Choice to GetButtonPressed
    Elseif (Choosing == 12)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0)  ;An Apple
        If (player.GetItemCount Apple)
          player.RemoveItem Apple 1
        Else
          set Choosing to -99 ;Go to special 'Not enough' menu
        Endif
        Set Choosing to -1 ;To return to main menu
      Elseif (Choice == 1)  ;Two Apple
        If ((player.GetItemCount Apple) > 1)
          player.RemoveItem Apple 2
        Else
          set Choosing to -99 ;Go to special 'Not enough' menu
        Endif
        Set Choosing to -1 ;To return to main menu
;...
      Elseif (Choice == 9)  ;Cancel
        Set Choosing to 0
      Endif

    Elseif (Choosing == -13) ;Blood menu
      Messagebox "How much blood would you like to donate?" "1 HP"
                                                            "2 HP"
                                                            ...
                                                            "Cancel"
      Set Choosing to 13
      Set Choice to GetButtonPressed
    Elseif (Choosing == 13)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0)  ;1 HP
        player.ModAV Health -1 ;don't actually use this, just an easy example
        set Choosing to -1 ;to return to the main menu
      Elseif (Choice == 1)  ;2 HP
        player.ModAV Health -2 ;don't actually use this, just an easy example
        set Choosing to -1 ;to return to the main menu
;...
      Elseif (Choice == 9)  ;Cancel
        Set Choosing to 0
      Endif

    Elseif (Choosing == -99) ;Player-doesn't-have-enough menu
      Messagebox "You don't have enough."
      Set Choosing to 99
      Set Choice to GetButtonPressed
    Elseif (Choosing == 99)
      If (Choice == -1) ;No choice yet
        Set Choice to GetButtonPressed
      Elseif (Choice == 0) ;player pressed "Done", return to main menu
        Set Choosing to -1
      Endif
    Endif
  Endif
End

Extras[edit | edit source]

That will take care of most menu systems you'll ever want to create. However, there is still more functioniality you can add to your menus. From here, you can either get it all by using the following script, or pick and choose using the mini-tutorials:
Centalizing your decision catching
Running menus in both GameMode and MenuMode when your script is too large
Ensuring your menus are seen
Allowing the player to set a variable to any number
Controlling the menu system via external scripts

Applying it all[edit | edit source]

If you use want all of the above extras, your menu script will look like this: (due to wiki limitations, the large if test has been given line breaks, whereas in the CS it would all be on one line)

scn YourMenuScript

Short Working
Short Choosing
Short Choice

;GameMode and MenuMode variables
Short GMRun
Short ExitButton

;Ensuring Your Menu Is Read variables
Short MessageCounter



Begin onActivate
  If (Choosing >= 0) ;Controlling the menu system via external scripts
    Set Choosing to -1
  Endif
  Set Working to 1
  Set MessageCounter to 0 ;Ensuring your menus are seen
  If (MenuMode == 0) ;Running menus in both GameMode and MenuMode
    Set GMRun to 1
  Endif
End



Begin GameMode ;Running menus in both GameMode and MenuMode
  If Working
    Set Working to 1

    If (Choosing == 0)
      Set GMRun to 0
      Set Working to 0
      Set MessageCounter to 0 ;Ensuring your menu is seen
      ;Add anything that needs to be re-initialized
    Elseif GMRun
      Set GMRun to 0
      Set ExitButton to 0
      Messagebox "Exiting options..."
    Elseif (Choice == -1) ;Ensuring your menus are seen
      if (MessageCounter < 30)
        set Choice to GetButtonPressed
        if (Choice == -1)
          if (MenuMode 1001 == 0)
            if (MenuMode 1004 == 0) && (MenuMode 1005 == 0) && (MenuMode 1006 == 0) &&
               (MenuMode 1010 == 0) && (MenuMode 1011 == 0) && (MenuMode 1013 == 0) &&
               (MenuMode 1015 == 0) && (MenuMode 1016 == 0) && (MenuMode 1017 == 0) &&
               (MenuMode 1018 == 0) && (MenuMode 1019 == 0) && (MenuMode 1020 == 0) &&
               (MenuMode 1021 == 0) && (MenuMode 1024 == 0) && (MenuMode 1038 == 0) &&
               (MenuMode 1039 == 0) && (MenuMode 1044 == 0) && (MenuMode 1045 == 0) &&
               (MenuMode 1046 == 0) && (MenuMode 1047 == 0) && (MenuMode 1057 == 0)
              set MessageCounter to (MessageCounter + 1)
            endif
          else ;MenuMode 1001
            set MessageCounter to 0
          endif
        else ;Choice > -1
          set MessageCounter to 0
        endif
      else ;Display menu again
        set Choosing to -(Choosing)
        set MessageCounter to 0
        message "Trying menu again..."
      endif
    Elseif (Choice != ExitButton)
      Set ExitButton to 0
      Messagebox "Exiting options..."
    Elseif (Choice == ExitButton)
      Set Choosing to 0
    Endif
  Endif
End



Begin MenuMode
  If Working
    Set Working to 1

    If (Choosing == 0)
      Set GMRun to 0 ;Running menus in both GameMode and MenuMode
      Set Working to 0
      Set MessageCounter to 0 ;Ensuring your menu is seen
      ;Add anything that needs to be re-initialized


    ;Ensuring your menu is seen
    ;Centralizing your menu decisions
    Elseif (Choosing > 0) && (Choice == -1) ;No choice yet
      if (MessageCounter < 30)
        set Choice to GetButtonPressed
        if (Choice == -1)
          if (MenuMode 1001 == 0)
            if (MenuMode 1004 == 0) && (MenuMode 1005 == 0) && (MenuMode 1006 == 0) &&
               (MenuMode 1010 == 0) && (MenuMode 1011 == 0) && (MenuMode 1013 == 0) &&
               (MenuMode 1015 == 0) && (MenuMode 1016 == 0) && (MenuMode 1017 == 0) &&
               (MenuMode 1018 == 0) && (MenuMode 1019 == 0) && (MenuMode 1020 == 0) &&
               (MenuMode 1021 == 0) && (MenuMode 1024 == 0) && (MenuMode 1038 == 0) &&
               (MenuMode 1039 == 0) && (MenuMode 1044 == 0) && (MenuMode 1045 == 0) &&
               (MenuMode 1046 == 0) && (MenuMode 1047 == 0) && (MenuMode 1057 == 0)
              set MessageCounter to (MessageCounter + 1)
            endif
          else ;MenuMode 1001
            set MessageCounter to 0
          endif
        else ;Choice > -1
          set MessageCounter to 0
        endif
      else ;Display menu again
        set Choosing to -(Choosing)
        set MessageCounter to 0
        message "Trying menu again..."
      endif


    Elseif (Choosing == -1) ;Display your menu
      Set ExitButton to 1 ;Running menus in both GameMode and MenuMode
      Messagebox "What would you like to do?" "First Option" "Exit Menu"
      Set Choosing to 1
      Set Choice to -1
    Elseif (Choosing == 1) ;Catch the player's decision
      If (Choice == 0) ;First Option
        ;run your code for the first decision
      Elseif (Choice == 1) ;Exit Menu
        ;run your code for the second descision
        Set Choosing to 0 ;to finish up
      Endif

    ;Allowing the player to set any number
    short NumNewIngsDefault
    elseif (Choosing == -2)
          set ExitButton to -2 ;Running menus in both GameMode and MenuMode
          messagebox "Set the default number of essences to be created.
                     (Currently %g)", NumNewIngsDefault,
                            "About 10 fewer (-12 to -8)"
                            "About 5 fewer (-7 to -3)"
                            "Default to that amount -2"
                            "Default to that amount -1"
                            "Default to that amount"
                            "Default to that amount +1"
                            "Default to that amount +2"
                            "About 5 more (+3 to +7)"
                            "About 10 more (+8 to +12)"
                            "Return to previous menu"
          set Choosing to 2
          set Choice to -1
    elseif (Choosing == 2)
          if (Choice == 0) ;10 fewer
            set NumNewIngsDefault to (NumNewIngsDefault - 10)
            set Choosing to -2
          elseif (Choice == 1) ;5 fewer
            set NumNewIngsDefault to (NumNewIngsDefault - 5)
            set Choosing to -2
          elseif (Choice == 7) ;5 more
            set NumNewIngsDefault to (NumNewIngsDefault + 5)
            set Choosing to -2
          elseif (Choice == 8) ;10 more
            set NumNewIngsDefault to (NumNewIngsDefault + 10)
            set Choosing to -2
          elseif (Choice == 2) ;-2
            set NumNewIngsDefault to (NumNewIngsDefault - 2)
            set Choosing to -1
          elseif (Choice == 3) ;-1
            set NumNewIngsDefault to (NumNewIngsDefault - 1)
            set Choosing to -1
          elseif (Choice == 4) ;Cancel
            set Choosing to -1  
          elseif (Choice == 5) ;+1
            set NumNewIngsDefault to (NumNewIngsDefault + 1)
            set Choosing to -1
          elseif (Choice == 6) ;+2
            set NumNewIngsDefault to (NumNewIngsDefault + 2)
            set Choosing to -1
          elseif (Choice == 9) ;Return to previous menu
            set Choosing to -1
          endif
    Endif
  Endif
End