Difference between revisions of "Options Menu"
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imported>JustinOther m (→Overview) |
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 | 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. | *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 | Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) | ||
If | If akNewContainer == Game.GetPlayer() ; Only the player | ||
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | ||
If (iButton == | 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 | ||
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 | ||
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 | ||
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