Difference between revisions of "Options Menu"

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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. In this case, to make it repeatable, we'll use a playable apparel item so the menu will show each time it is equipped
*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 button 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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EndFunction</source>
EndFunction</source>
== Notes ==
== Notes ==
*Given the buttons in Skyrim are listed from side to side, it is easy to spill over the edges of the user's monitor, particularly if it's a 4:3, in the event either the options are too verbose or there are too many options presented by a single message form. Currently, there's no way to list them from top to bottom as they were in previous Bethesda games. To mitigate this, keep the button text to a minimum and/or make sure to always set up conditions on mutually exclusive buttons to ensure only applicable options are presented.
*Given the buttons in Skyrim are listed from side to side, it is easy to spill over the edges of the user's monitor, particularly if it's a 4:3, in the event either the options are too verbose or there are too many options presented by a single message form. Currently, there's no way to list them from top to bottom as they were in previous Bethesda games. To mitigate this, keep the button text to a minimum and/or make sure to always set up conditions on mutually exclusive buttons to ensure only applicable options are presented.
== See Also ==
== See Also ==
[[Show - Message]]
[[Show - Message]]

Revision as of 15:59, 12 April 2012

Overview

Using Show - Message, it is possible to make an options menu with any number of buttons and/or levels. This is enabling as one can maintain but a single plugin with an options menu offering multiple configuration setting rather than necessitating multiple versions. 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(s) 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. If offering a lot of options, it's best to think ahead regarding how you want to organize your options, making the message forms first, then plugging them into the script.

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 button 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
			abMenu = False
			If (aiButton == 0) ; Breakfast
				aiButton = BreakfastMESG.Show()
				If (aiButton == 0) ; Sweet Roll
				ElseIf (aiButton == 1) ; Pancakes
				ElseIf (aiButton == 2) ; Bacon & Eggs
				EndIf
			ElseIf (aiButton == 1) ; Lunch
				aiButton = LunchMESG.Show()
				If (aiButton == 0) ; Turkey Sandwich
				ElseIf (aiButton == 1) ; Ham Sandwich
				ElseIf (aiButton == 2) ; BLT
				EndIf
			ElseIf (aiButton == 2) ; Dinner
				aiButton = DinnerMESG.Show()
				If (aiButton == 0) ; Filet Mignon
				ElseIf (aiButton == 1) ; Lobster
				ElseIf (aiButton == 2) ; Fried Chicken
				EndIf
			EndIf
		EndIf
	EndWhile

EndFunction
  • To make a multilevel, looping menu that will not close until a "Done" button is pressed, use the above method but with the Menu() function altered. Note that you can jump to a given message by specifying the aiMessage argument when calling the function. Sub-options as described in the previous example can be added to the below in the same manner. Theoretically, any number of options can be added with the below.
Function Menu(Int aiMessage = 0, Int aiButton = 0, Bool abMenu = True)

	While abMenu
		If (aiButton == -1)
		ElseIf (aiMessage == 0)
			aiButton = OptionsMenu00MESG.Show()
			If (aiButton == 0)
			ElseIf (aiButton == 1)
			ElseIf (aiButton == 2)
			ElseIf (aiButton == 3)
			ElseIf (aiButton == 4)
			ElseIf (aiButton == 5)
			ElseIf (aiButton == 6)
			ElseIf (aiButton == 7)
			ElseIf (aiButton == 8) ; More
				aiMessage = 1
			ElseIf (aiButton == 9) ; Done
				abMenu = False
			EndIf
		ElseIf (aiMessage == 1)
			aiButton = OptionsMenu01MESG.Show()
			If (aiButton == 0)
			ElseIf (aiButton == 1)
			ElseIf (aiButton == 2)
			ElseIf (aiButton == 3)
			ElseIf (aiButton == 4)
			ElseIf (aiButton == 5)
			ElseIf (aiButton == 6)
			ElseIf (aiButton == 7) ; Back
				aiMessage = 0
			ElseIf (aiButton == 8) ; More
				aiMessage = 2
			ElseIf (aiButton == 9) ; Done
				abMenu = False
			EndIf
		ElseIf (aiMessage == 2)
			aiButton = OptionsMenu02MESG.Show()
			If (aiButton == 0)
			ElseIf (aiButton == 1)
			ElseIf (aiButton == 2)
			ElseIf (aiButton == 3)
			ElseIf (aiButton == 4)
			ElseIf (aiButton == 5)
			ElseIf (aiButton == 6)
			ElseIf (aiButton == 7)
			ElseIf (aiButton == 8) ; Back
				aiMessage = 1
			ElseIf (aiButton == 9) ; Done
				abMenu = False
			EndIf
		EndIf
	EndWhile

EndFunction

Notes

  • Given the buttons in Skyrim are listed from side to side, it is easy to spill over the edges of the user's monitor, particularly if it's a 4:3, in the event either the options are too verbose or there are too many options presented by a single message form. Currently, there's no way to list them from top to bottom as they were in previous Bethesda games. To mitigate this, keep the button text to a minimum and/or make sure to always set up conditions on mutually exclusive buttons to ensure only applicable options are presented.

See Also

Show - Message