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 accurate, but some rewriting (mostly for clarity) is still required. Sections left:<br>
Extras<br>
Putting it all together
 
The best method for Spells is still being discussed, but the information is accurate.


==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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end</pre>
end</pre>
Set Working to 0 when you wish to keep the script from running.
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 end 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:
* 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
<pre>short Working
...
...
begin onActiavte
begin onActivate
...
...
   set Working to 1
   set Working to 1
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begin GameMode
begin GameMode
   if Working
   if Working
    set Working to 1
     if (Choosing == 0)
     if (Choosing == 0)
       set Working to 0
       set Working to 0
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...
...
     endif
     endif
    set Working to 1
   endif
   endif
end</pre>
end</pre>


====Other methods====
====Other methods====
* [[MessageBox_Tutorial:_Quest_Scripts|Quests]]
* [[MessageBox_Tutorial/Quest_Scripts|Quests]]
* [[MessageBox_Tutorial:_Token_Scripts|Tokens]]
* [[MessageBox_Tutorial/Token_Scripts|Tokens]]
* [[MessageBox_Tutorial:_Spell_Scripts|Spells]]
* [[MessageBox_Tutorial/Spell_Scripts|Spells]]


===What you'll need===
===What you'll need===
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===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, [[:Category:Troubleshooting#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.
#*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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Begin GameMode
Begin GameMode
   If Working
   If Working
    Set Working to 1
     If (Choosing == 0) ;meaning it shouldn't be running
     If (Choosing == 0) ;meaning it shouldn't be running
       Set Working to 0
       Set Working to 0
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       Endif
       Endif
     Endif
     Endif
    Set Working to 1
   Endif
   Endif
End</pre>
End</pre>
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Begin GameMode
Begin GameMode
   If Working
   If Working
    Set Working to 1
     If (Choosing == 0) ;meaning it shouldn't be running
     If (Choosing == 0) ;meaning it shouldn't be running
       Set Working to 0
       Set Working to 0
      ;Add anything that needs to be re-initialized,


     Elseif (Choosing == -1) ;Display your menu
     Elseif (Choosing == -1) ;Display your menu
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       Endif
       Endif
     Endif
     Endif
    Set Working to 1
   Endif
   Endif
End</pre>
End</pre>
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==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]] (Required and implemented for activator scripts)
<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==
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<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
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;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
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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
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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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