MessageBox Tutorial
This article is believed to contain incorrect or misleading information. Please see the Talk page for details. If you can correct the article, please do so.
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 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.
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
- 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)
- 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)
Where to place MessageBox and GetButtonPressed
MessageBox takes one frame to display, so you can use any 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).
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.
(Non-working, but insightful) Example Script for the above concepts
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.)
Short Choosing Begin GameMode If (Choosing == 0) Messagebox "What would you like to do?" "First Option" Set Choosing to 1 Return 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
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
There are 2 and a half problems with the above script:
Only use GetButtonPressed once
First, GetButtonPressed only returns the player's decision once. On this section of code
If (GetButtonPressed > -1) If (GetButtonPressed == 0)
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 if/elseif test as well). This can be fixed by setting a variable (for this tutorial it will be Choice) to GetButtonPressed with set Choice to GetButtonPressed. Place this line after displaying the menu, as such:
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 ...
Running after the player's decision is caught
The half problem – any of your code in the ;whatever you want to do 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:
... else ;if (Choosing == 1) or menu has been shown If (Choice == -1) ;Player hasn't made a decision set Choice to GetButtonPressed return elseif (Choice == 0) ;Player has selected the first option ...
Starting the whole thing
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 If (Choosing == 0) test to If (Choosing == -1), and having a clear start to the script (i.e., OnActivate, OnAdd, etc.) that will set Choosing to -1. 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:
- There's a clear beginning to it (OnActivate)
- It's easy to start (unlike a quest)
- 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 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) 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
You'll need to set up some objects for the next script: an invisible activator, an XMarker, and your own cell:
Your own cell
- Scroll down the "Cell View" window
- Select "TestQuset01"
- Right-click it
- 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)
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
- Select an activator in the "Object Window"
- Edit the name
- Press enter (or select ok in the edit menu)
- Click "Yes" when it asks if you want to create a new item
- Drag your new activator into the "Render Window"
- Right-click it
- Give it a "Reference Editor ID"
- Mark it as "Persistent Reference" and "Initially Disabled"
- Place the following script on your new activator
- Make the following script
- In the "Object Window", right-click your new activator
- Select Edit
- 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 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
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
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