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).


==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
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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:_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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Begin GameMode ;Running menus in both GameMode and MenuMode
Begin GameMode ;Running menus in both GameMode and MenuMode
   If Working
   If Working
    Set Working to 1
     If (Choosing == 0)
     If (Choosing == 0)
       Set GMRun to 0
       Set GMRun to 0
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       Set Choosing to 0
       Set Choosing to 0
     Endif
     Endif
    Set Working to 1
   Endif
   Endif
End
End
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Begin MenuMode
Begin MenuMode
   If Working
   If Working
    Set Working to 1
     If (Choosing == 0)
     If (Choosing == 0)
       Set GMRun to 0 ;Running menus in both GameMode and MenuMode
       Set GMRun to 0 ;Running menus in both GameMode and MenuMode
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           endif
           endif
     Endif
     Endif
    Set Working to 1
   Endif
   Endif
End</pre>
End</pre>
[[Category: Scripting Tutorials]]
[[Category: Scripting Tutorials]]
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