MessageBox Tutorial/Ensuring Your Menu Is Seen
This is a subsection of the MessageBox Tutorial, and uses this script as a base. The following code may or may not require certain aspects of that script to work, however the information should prove useful for any script (it will take a bit of care to make it work, though).
For this tutorial, you will want to centralize your decision catching.
If another menu is shown before the player makes a decision, that other menu will overwrite your menu (the player will see the other menu), and any decision the player makes will be limited to that other menu. This leads to a few problems:
- Your script will continue to run, once a frame, at least these lines:
if (Choosing == 0) ... Elseif (Choosing > 0) && (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Return
until the menu is started up again (activated again).
- Your script won't run through the exit if (Choosing == 0)
- Again, the player won't see or be able to answer your menus
To make sure your menu is read a timer will start counting down when the (yours or another mod's) menu closes. If the player responded to your menu, the Choice will be updated (> -1). If the player responded to another menu, Choice won't be updated and the timer will run down. Once the timer reaches 0, your menu will be displayed again. This also gives the other mod's menus a chance to finish up, as any new menu will restart the timer.
To do all this, replace:
Elseif (Choosing > 0) && (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Return
with (due to wiki limitations, the large if test has been given line breaks, whereas in the CS it would all be on one line)
float MessageTimer short MessageButton ... 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
and whenever you display a menu, setup the MessageTimer to 1 and the MessageCounter to 45, as such:
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 Set MessageTimer to 1 Set MessageCounter to 45 Return
And now I'm sure you want to know the details of what all that actually does. When another menu overwrites yours, any response the player makes will be caught by the other script's GetButtonPressed, but not by your script's GetButtonPressed. That means Choice will always be -1. So, these extra lines will start a countdown once the player has left the menu screen (MenuMode 1001). If both 1 second and 45 frames pass and GetButtonPressed is still returning -1 then your menu is reset (with set Choosing to -(Choosing). The countdown won't run when the player presses <ESC> and looks through their options (that's what that whole mess of if (MenuMode 1004)... is for). This won't disturb other menus, because the countdown is reset whenever a new menu is displayed. So, once the other mod's menus are out of the way, your menu will be shown again.