Difference between revisions of "Options Menu"

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imported>JustinOther
imported>JustinOther
m (Changed first example to OnContainerChanged())
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[[Category:Papyrus]]
[[Category:Papyrus]]
== Overview ==
== Overview ==
Using [[Show - Message]], it is possible to make an options menu with any number of buttons and/or levels. In this example, we'll use a playable apparel item, but a menu can be prompted and managed in a number of ways. First off, create a message form and add/fill in its buttons. Note that no more than ten buttons can be offered by any given message box and that the button indices are offset by one such that the first option's index is 0 and not 1.
Using [[Show - Message]], it is possible to make an options menu with any number of buttons and/or levels. In these examples, we'll use apparel items, but a menu can be prompted and managed in a number of ways. First off, create a message form and add/fill in its buttons. Note that no more than ten buttons can be offered by any given message box and that the button indices are offset by one such that the first option's index is 0 and not 1.


== Examples ==
== Examples ==
*For the first example, we'll have only three options: Mage, Thief, and Warrior. Each time the item is equipped by the player, the menu will be prompted and will exit as soon as a button is selected, executing the appropriate code.
*For the first example, we'll have only three options: Mage, Thief, and Warrior. The token should be unplayable in this case. When the item is added to the player, the menu will be prompted and will exit as soon as a button is selected, executing the appropriate code.


<source lang="papyrus">ScriptName OptionsMenuScript extends ObjectReference
<source lang="papyrus">ScriptName OptionsMenuScript extends ObjectReference
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Message Property OptionsMESG Auto
Message Property OptionsMESG Auto


Event OnEquipped(Actor akActor)
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)


If akActor == Game.GetPlayer() ; Only the player
If akNewContainer == Game.GetPlayer() ; Only the player
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
akActor.EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
akActor.UnequipItem(GetBaseObject(), False, True) ; Silently unequip item
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input
If (iButton == 0) ; Mage
If (iButton != =-1)
Debug.Notification("Mage selected")
If (iButton == 1)  ; Mage
ElseIf (iButton == 1) ; Thief
Debug.Notification("Mage selected")
Debug.Notification("Thief selected")
ElseIf (iButton == 1) ; Thief
ElseIf (iButton == 2) ; Warrior
Debug.Notification("Thief selected")
Debug.Notification("Warrior selected")
ElseIf (iButton == 2) ; Warrior
Debug.Notification("Warrior selected")
EndIf
akNewContainer.RemoveItem(GetBaseObject(), 1, True) ; Silently remove token
EndIf
EndIf
EndIf
EndIf
EndEvent </source>
EndEvent </source>


*For the next example, we'll offer sub-options for each main selection. For a multilevel menu, a function works well. Keep in mind each message forms' buttons can have conditions, so you could hide "Lunch" and "Dinner" if it's time for breakfast or hide "Lobster" if it's not currently available.
*For the next example, we'll offer sub-options for each main selection. For a multilevel menu, a function works well. Keep in mind each message forms' buttons can have conditions, so you could hide "Lunch" and "Dinner" if it's time for breakfast or hide "Lobster" if it's not currently available. In this case, to make it repeatable, we'll use a playable apparel item so the menu will show each time it is equipped


<source lang="papyrus">ScriptName OptionsMenuScript extends ObjectReference
<source lang="papyrus">ScriptName OptionsMenuScript extends ObjectReference
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If akActor == Game.GetPlayer()
If akActor == Game.GetPlayer()
Game.DisablePlayerControls(False, False, False, False, False, True)
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
akActor.EquipItem(GetBaseObject(), True, True)
Game.GetPlayer().EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
Utility.Wait(0.01)
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
akActor.UnequipItem(GetBaseObject(), False, True)
Game.GetPlayer().UnequipItem(GetBaseObject(), False, True) ; Silently unequip item
Game.EnablePlayerControls(False, False, False, False, False, True)
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Menu()
Menu()
EndIf
EndIf

Revision as of 14:25, 12 April 2012

Overview

Using Show - Message, it is possible to make an options menu with any number of buttons and/or levels. In these examples, we'll use apparel items, but a menu can be prompted and managed in a number of ways. First off, create a message form and add/fill in its buttons. Note that no more than ten buttons can be offered by any given message box and that the button indices are offset by one such that the first option's index is 0 and not 1.

Examples

  • For the first example, we'll have only three options: Mage, Thief, and Warrior. The token should be unplayable in this case. When the item is added to the player, the menu will be prompted and will exit as soon as a button is selected, executing the appropriate code.
ScriptName OptionsMenuScript extends ObjectReference

Message Property OptionsMESG Auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)

	If akNewContainer == Game.GetPlayer() ; Only the player
		Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input
		If (iButton != =-1)
			If (iButton == 1)  ; Mage
				Debug.Notification("Mage selected")
			ElseIf (iButton == 1) ; Thief
				Debug.Notification("Thief selected")
			ElseIf (iButton == 2) ; Warrior
				Debug.Notification("Warrior selected")
			EndIf
			akNewContainer.RemoveItem(GetBaseObject(), 1, True) ; Silently remove token
		EndIf

	EndIf
	
EndEvent
  • For the next example, we'll offer sub-options for each main selection. For a multilevel menu, a function works well. Keep in mind each message forms' buttons can have conditions, so you could hide "Lunch" and "Dinner" if it's time for breakfast or hide "Lobster" if it's not currently available. In this case, to make it repeatable, we'll use a playable apparel item so the menu will show each time it is equipped
ScriptName OptionsMenuScript extends ObjectReference

Message Property MainMenuMESG Auto
Message Property BreakfastMESG Auto
Message Property LunchMESG Auto
Message Property DinnerMESG Auto

Event OnEquipped(Actor akActor)

	If akActor == Game.GetPlayer()
		Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
		Game.GetPlayer().EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
		Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
		Game.GetPlayer().UnequipItem(GetBaseObject(), False, True) ; Silently unequip item
		Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
		Menu()
	EndIf
	
EndEvent 

Function Menu(Bool abMenu = True, Int aiButton = 0)

	While abMenu
		If (aiButton != -1) ; Wait for input
			aiButton = MainMenuMESG.Show() ; Main Menu
			If (aiButton == 0) ; Breakfast
				aiButton = BreakfastMESG.Show()
				abMenu = False
				If (aiButton == 0) ; Sweet Roll
				ElseIf (aiButton == 1) ; Pancakes
				ElseIf (aiButton == 2) ; Bacon & Eggs
				EndIf
			ElseIf (aiButton == 1) ; Lunch
				aiButton = LunchMESG.Show()
				abMenu = False
				If (aiButton == 0) ; Turkey Sandwich
				ElseIf (aiButton == 1) ; Ham Sandwich
				ElseIf (aiButton == 2) ; BLT
				EndIf
			ElseIf (aiButton == 2) ; Dinner
				aiButton = DinnerMESG.Show()
				abMenu = False
				If (aiButton == 0) ; Filet Mignon
				ElseIf (aiButton == 1) ; Lobster
				ElseIf (aiButton == 2) ; Fried Chicken
				EndIf
			EndIf
		EndIf
	EndWhile

EndFunction

See Also

Show - Message