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===What you'll need=
===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:



Revision as of 11:23, 29 August 2007

From some problems I've run into, the Centralizing your menu exits sub-tutorial should be considered as necessary, rather than optional, when using activators.

Intro

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 work through several almost-working scripts, showing you their pitfalls. By the end, you'll have an all-purpose script that can be used and expanded for any situation, and know why every line 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 (coming soon). Activators are the focus as they are easier to use in most situations.


In the middle of being rewritten

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

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

  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

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

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

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 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

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 MessageBox Tutorial#Moving Between Multiple Menus section.

Running the same choice for multiple frames

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

In which I try to convince you to use an activator

There are 4 mediums you could use for the script: Quest, Activator, Token, and Spell. Each has their own advantages and disadvantages, but it's suggested you use an activator:

  • 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).
  • There's a clear beginning to it (OnActivate)
  • 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 it's simply easier to manage than a spell
    • 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.

Disadvantages of an activator:

  • They need to be moved to the player's cell to use
  • They can run even when not around the player (though not for long enough to use effectively)
    • This requires a bit of extra coding, to prevent them from doing something unexpected

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.


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:


Your own cell

  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)


XMarker

  1. Scroll down the "Object Window"
  2. Select Statics
  3. Scroll to the bottom
  4. Double-click your cell in the "Cell View" window to open it in the "Render Window"
  5. Drag the XMarker from the "Object Window" into the "Render Window"
  6. Right-click the red X (XMarker) in the "Render Window"
  7. Select edit.
  8. In the "Reference Editor ID" box, give it a name you'll remember (in these examples it will be "YourXMarker").


Activator

  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"
  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

scn YourMenuScript
Short Choosing
Short Choice



Begin onActivate
  Set Choosing to -1
  If (GetInSameCell player == 0) ;always keep it near the player
    MoveTo player
  Endif
End



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


  Elseif (Choosing == -1) ;Display your menu
    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
End

Ok, no games that time. You can start your menus from any script with YourActivatorsReferenceEditorID.Activate player, 1 and this script will do the rest.

Moving Between Multiple Menus

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 set Choosing to -#. 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)

Short Choosing
Short Choice



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



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


  Elseif (Choosing == -1) ;Display your menu
    Messagebox "Would you like to donate gold or food?" "Gold" "Food"
                                                        "Blood" "Cancel"
    Set Choosing to 1
    Set Choice to GetButtonPressed
    Return

  Elseif (Choosing == 1)
    If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
      Return
    Elseif (Choice == 0) ;Gold
      Set Choosing to -2 ;to open the Gold menu
    Elseif (Choice == 1) ;Food
      Set Choosing to -3 ;to open the Food menu
    Elseif (Choice == 2) ;Blood
      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
    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 2
    Set Choice to GetButtonPressed
    Return

  Elseif (Choosing == 2)
    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 -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
    Messagebox "How much food would you like to donate?" "Options"
                                                         "More Options"
                                                         ...
                                                         "Cancel"
    Set Choosing to 3
    Set Choice to GetButtonPressed
    Return

  Elseif (Choosing == 3)
    If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
    Elseif (Choice == 0)  ;Options
...
    Elseif (Choice == 9)  ;Cancel
      Set Choosing to 0
    Endif
    Return


    Elseif (Choosing == -99) ;Player-doesn't-have-enough menu
      Messagebox "You don't have enough."
      Set Choosing to 99
      Set Choice to GetButtonPressed
      Return

    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
    Return


  Endif
End

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:

scn MenuVariablesScript

Short Choosing
Short Choice

The spell script:

Short Choosing
Short Choice
Ref TargetRef


Begin SpellEffectStart
  Set TargetRef to GetSelf
  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
    TargetRef.Cast Spell TargetRef
  endif
end

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.
  • Spell using the script must have a Range of Self
  • Spell in the above script (TargetRef.Cast Spell TargetRef) must be replaced with Editor ID of the Spell using the script

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:
Centalizing your decision catching
Centralizing your menu exits
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

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 Choosing
Short Choice

;Centralized Menu Exiting variable
Short Reset

;GameMode and MenuMode variables
Short GMRun
Short ExitButton

;Ensuring Your Menu Is Read variables
Float MessageTimer
Short MessageButton



Begin onActivate
  If (Choosing >= 0)
    Set Choosing to -1
  Endif
  Set Reset to 1
  If (MenuMode == 0)
    Set GMRun to 1
  Endif
  If (GetInSameCell player == 0) ;always keep it near the player
    MoveTo player
  Endif
End



Begin GameMode
  If (Choosing == 0)
    Set GMRun to 0
    If (GetInSameCell YourXMarker == 0)
      MoveTo YourXMarker
    Endif
    Return
  Elseif GMRun
    Set GMRun to 0
    Set ExitButton to 0
    Messagebox "Exiting options..."
  Elseif (Choice == -1)
    If (MessageTimer > 0) || (MessageCounter > 0)
      Set Choice to GetButtonPressed
      If (Choice > -1)
        Return
      Endif
      If (MenuMode 1001 == 0)
        If (MenuMode 1004) || (MenuMode 1005) || (MenuMode 1006) ||
           (MenuMode 1010) || (MenuMode 1011) || (MenuMode 1013) ||
           (MenuMode 1015) || (MenuMode 1016) || (MenuMode 1017) ||
           (MenuMode 1018) || (MenuMode 1019) || (MenuMode 1020) ||
           (MenuMode 1021) || (MenuMode 1024) || (MenuMode 1038) ||
           (MenuMode 1039) || (MenuMode 1044) || (MenuMode 1045) ||
           (MenuMode 1046) || (MenuMode 1047) || (MenuMode 1057)
          Return
        Else
          Set MessageTimer to (MessageTimer - GetSecondsPassed)
          Set MessageCounter to (MessageCounter - 1)
        Endif
      Else ;MenuMode 1001
        Set MessageTimer to 1
        Set MessageCounter to 45
        Return
      Endif
    Else ;Display menu again
      Message "Trying menu again..."
      Set Choosing to -(Choosing)
      Messagebox "Exiting options..."
    Endif
  Elseif (Choice != ExitButton)
    Set ExitButton to 0
    Messagebox "Exiting options..."
  Endif
End



Begin MenuMode
  If (Choosing == 0)
    If Reset
      ;reset whatever you need to
      Set Reset to 0
    Endif
    If (GetInSameCell YourXMarker == 0)
      MoveTo YourXMarker
    Endif


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


  Elseif (Choosing == -1) ;Display your menu
    Set ExitButton to # ;1 in this example
    Messagebox "What would you like to do?" "First Option" ... "Exit Menu"
    Set Choosing to 1
    Set Choice to GetButtonPressed
    Return

  Elseif (Choosing == 1) ;Catch the player's decision
    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 descision
      Set Choosing to 0 ;to finish up
    Endif


  Elseif (Choosing == -2)
...
  Endif
End