Difference between revisions of "Options Menu"

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imported>JustinOther
(→‎Examples: Enable/DisablePlayerControls(abMenu = True), with v1.6.89, unequips the player's weapon. Reverted to 'False, False, False, False, False, True')
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Event OnRead()
Event OnRead()
Game.DisablePlayerControls(abMenu = True) ; Momentarily disable other menus
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
Game.EnablePlayerControls(abMenu = True) ; Undo DisablePlayerControls
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Menu()
Menu()
EndEvent  
EndEvent  
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Function Menu(Bool abMenu = True, Int aiButton = 0)
Function Menu(Bool abMenu = True, Int aiButton = 0)
While abMenu
While abMenu
If aiButton != -1 ; Wait for input
If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus)
aiButton = MainMenuMESG.Show() ; Main Menu
aiButton = MainMenuMESG.Show() ; Main Menu
abMenu = False ; End the function
abMenu = False ; End the function
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Event OnEquipped(Actor akActor)
Event OnEquipped(Actor akActor)
If akActor == PlayerREF
If akActor == PlayerREF
Game.DisablePlayerControls(abMenu = True) ; Momentarily disable other menus
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
PlayerREF.EquipItem(MenuARMO, True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
PlayerREF.EquipItem(MenuARMO, 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
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
PlayerREF.UnequipItem(MenuARMO, False, True) ; Silently unequip item
PlayerREF.UnequipItem(MenuARMO, False, True) ; Silently unequip item
Game.EnablePlayerControls(abMenu = True) ; Undo DisablePlayerControls
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Menu()
Menu()
EndIf
EndIf

Revision as of 10:18, 18 June 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 and a book, but a menu can be prompted and managed in a number of ways. First, create a message(s) form(s) and add/fill the buttons with the options you'd like to offer. Note that no more than ten buttons can be in a 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 right after the token is silently removed.
ScriptName OptionsMenuScript extends ObjectReference

Actor Property PlayerREF Auto
Armor Property MenuARMO Auto
Message Property OptionsMESG Auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
	If akNewContainer == PlayerREF ; Only the player
		Int iButton = OptionsMESG.Show() ; Shows your menu.
		PlayerREF.RemoveItem(MenuARMO, 1, True) ; Silently remove token
		If iButton == 0  ; Mage
			Debug.Notification("Mage selected")
		ElseIf iButton == 1 ; Thief
			Debug.Notification("Thief selected")
		ElseIf iButton == 2 ; Warrior
			Debug.Notification("Warrior selected")
		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 book so the menu will show each time it is read. A book cannot be favorited or hotkeyed, unlike an apparel item. A potion can be hotkeyed, but it will be consumed when used and not remain hotkeyed even if immediately replaced. This example will let the user choose breakfast, lunch, or dinner, then close after one meal is selected.
ScriptName OptionsMenuScript extends ObjectReference

Armor Property MenuBook Auto
Message Property MainMenuMESG Auto
Message Property BreakfastMESG Auto
Message Property LunchMESG Auto
Message Property DinnerMESG Auto

Event OnRead()
	Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
	Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
	Menu()
EndEvent 

Function Menu(Bool abMenu = True, Int aiButton = 0)
	While abMenu
		If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus)
			aiButton = MainMenuMESG.Show() ; Main Menu
			abMenu = False ; End the function
			If aiButton == 0 ; Breakfast
				aiButton = BreakfastMESG.Show()
				If aiButton == 0 ; Sweet Roll & Coffee
				ElseIf aiButton == 1 ; Pancakes, Bacon & Eggs
				ElseIf aiButton == 2 ; Chicken Fried Pony Steak
				EndIf
			ElseIf aiButton == 1 ; Lunch
				aiButton = LunchMESG.Show()
				If aiButton == 0 ;  Glazed Turkey Sandwich
				ElseIf aiButton == 1 ; Grilled Ham Sandwich
				ElseIf aiButton == 2 ; Shredded Pony Sandwich
				EndIf
			ElseIf aiButton == 2 ; Dinner
				aiButton = DinnerMESG.Show()
				If aiButton == 0 ; Filet Mignon
				ElseIf aiButton == 1 ; Pony Fajitas
				ElseIf aiButton == 2 ; Lobster
				EndIf
			EndIf
		EndIf
	EndWhile
EndFunction
  • To make a multilevel, looping menu with thirty buttons that will not close until a "Done" button is pressed, use the above method but with an altered Menu() function. 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 structure.
ScriptName OptionsMenuScript extends ObjectReference

Actor Property PlayerREF Auto
Armor Property MenuARMO Auto ; Playable apparel item
Message Property OptionsMenu00MESG Auto
Message Property OptionsMenu01MESG Auto
Message Property OptionsMenu02MESG Auto

Event OnEquipped(Actor akActor)
	If akActor == PlayerREF
		Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
		PlayerREF.EquipItem(MenuARMO, 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
		PlayerREF.UnequipItem(MenuARMO, False, True) ; Silently unequip item
		Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
		Menu()
	EndIf
EndEvent

Function Menu(Int aiMessage = 0, Int aiButton = 0, Bool abMenu = True)
	While abMenu
		If aiButton == -1 ; Wait for input
		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.
  • To conditionalize buttons upon script/quest variables, use GetVMScriptVariable and GetVMQuestVariable.
  • To hide buttons you wish to fill in later, add an impossible condition like 'IsXBox == -1'.
  • Conditionalizing MessageBox buttons will not change their indices such that, for instance, button 9 will still execute the "Done" code in the last example even if buttons 0-8 are hidden.
  • To learn how to assign user-created messageboxes as values to the message box properties defined in the above scripts, see the Papyrus tutorial's page on Properties and Functions
  • If the Message property isn't filled in the CK the Show() will always return a 0.
  • If the Message is a Notification (without buttons) instead of a Message Box the Show() will return a -1.

See Also

Show - Message