Difference between revisions of "MessageBox Tutorial"

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{{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|opt0=[[OBSE]]}}
==Intro==
==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.
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.


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 (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).
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 [[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).
===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==
==Basic Mechanics of MessageBox and Related Functions==
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   endif
   endif
end</pre>
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]] section.
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===
===Running the same choice for multiple frames===
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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.
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====
====Activator Advantages====
* Activators can keep persistent variables that other scripts can use (unlike tokens and spells)
* 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).
** 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)
* There's a clear beginning to it ([[OnActivate]], unlike quests)
* It's easy and fast to start (harder for a quest)
* 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)
* 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 are difficult to manage
** Spells will only run in GameMode
** Spells will only run in GameMode
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====Activator Disadvantages====
====Activator Disadvantages====
* They need to be [[Loaded]], or moved to the player's cell, to use effectively
* 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:
** This requires extra coding, to keep them around the player, and move them back when finished.
<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


To move them to the player:
begin GameMode
<pre>begin onActivate
   if Working
   set Choosing to -1
    if (Choosing == 0)
  if ((GetInSameCell player) == 0)
      set Working to 0
    MoveTo player
...
   endif
   endif
end</pre>
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


To move them away from the player when finished you'll also need your own remote cell with your own XMarker in it (YourXMarker), and this section of script:
begin GameMode
<pre>begin GameMode
   if Working
   if (Choosing == 0)
    set Working to 1
     if ((GetInSameCell YourXMarker) == 0)
 
      MoveTo YourXMarker
    if (Choosing == 0)
      set Working to 0
      return
     elseif (Choosing == 1)
...
     endif
     endif
...</pre>
* They 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]]).
** This requires a bit of extra coding, to prevent them from doing something unexpected.
Use an extra variable to mark that the menu has been initialized (variables set, other objects moved, etc.):
<pre>begin onActivate
  set Choosing to -1
;  StopQuest InterferingQuest ;This is just an example of why you need the Reset variable
  set Reset to 1
  if ((GetInSameCell player) == 0)
    MoveTo player
   endif
   endif
end
end</pre>


begin GameMode
====Other methods====
  if (Choosing == 0)
* [[MessageBox_Tutorial/Quest_Scripts|Quests]]
    if Reset
* [[MessageBox_Tutorial/Token_Scripts|Tokens]]
;      StartQuest InterferingQuest ;Again, this is just an example
* [[MessageBox_Tutorial/Spell_Scripts|Spells]]
      set Reset to 0
    endif
    if ((GetInSameCell YourXMarker) == 0)
      MoveTo YourXMarker
    endif
...</pre>
Note that the activator will be moved away from the player regardless of needing to be reset. When it's not in use, it should be moved away to prevent unnecessary '''if''' tests on the activator from running (''if (Choosing == 0)'', ''If Reset'').


===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:


===Your own cell===
===Your own cell===
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#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)
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#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
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##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
short Reset




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


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Begin GameMode
Begin GameMode
   If (Choosing == 0) ;meaning it shouldn't be running
   If Working
    If Reset
    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,
       ;Add anything that needs to be re-initialized,
       ;  or that you changed in the onActivate block that needs to be reset
   
       Set Reset to 0
    Elseif (Choosing == -1) ;Display your menu
     Endif
       Messagebox "Which option?" "First Option" "Second Option" ... "Tenth Option"
    If (GetInSameCell YourXMarker == 0)
      Set Choosing to 1
       MoveTo YourXMarker
       Set Choice to -1
    Endif
     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
  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
   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==
==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 <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)
===Review===
<pre>Short Choosing
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.
 
===Using numbers to track menu layers===
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===
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


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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 406: 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 (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 == 1)
    Elseif (Choosing == -11) ;Gold menu
    If (Choice == -1) ;No choice yet
       Messagebox "How much Gold would you like to donate?" "25"
      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'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
    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)
    Elseif (Choosing == -13) ;Blood menu
    If (Choice == -1) ;No choice yet
      Messagebox "How much blood would you like to donate?" "1 HP"
                                                            "2 HP"
                                                            ...
                                                            "Cancel"
      Set Choosing to 13
       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 488: 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
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</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.
* 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==
==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 613: 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 624: 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 644: 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 693: 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]]
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