Dialog (MenuMate)

From the Oblivion ConstructionSet Wiki
Revision as of 17:52, 29 November 2008 by imported>Speedo (created)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

A component of MenuMate.

The dialog element defines a single screen which is displayed to the player.

Makeup

Name

The name of each dialog element should match the defintion with the the menu declaration.

Text

Each dialog must contain a text element which defines the main text of the dialog. This contains a format attribute, which is a format string using OBSE format specifiers in the same manner as functions such as MessageBoxEx.

The text element may contain child param elements which match the formatting specifiers in the format string. Each one must contain the name of a variable local to the script which will display the menu, containing the information to be used by the format specifier.

IMPORTANT: You may not use the object.variableName syntax for param variables.

Buttons

See the Button page. Each dialog must contain one button element. If more than ten buttons are defined, only the first ten will be used.

Example

If we continue our bank example, our mainmenu dialog would look something like:

<mainmenu>
  <text format="Greetings %n!%rYour balance is %.0f, what do you wish to do?">
    <param>playerRef</param>
    <param>accountBalance</param>
  </text>

  <!-- buttons here -->
</mainmenu>