Difference between revisions of "Options Menu"
m
→Multilevel, looping menu: Wording/Typo
imported>JustinOther m (→Multilevel, looping menu: Global toggling) |
imported>JustinOther m (→Multilevel, looping menu: Wording/Typo) |
||
Line 70: | Line 70: | ||
EndFunction</source> | EndFunction</source> | ||
== Multilevel, looping menu == | == Multilevel, looping menu == | ||
*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. By making it conditional, we can check its property values with MessageBox buttons using [[GetVMScriptVariable]] and | *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. By making it conditional, we can check its property values with MessageBox buttons using [[GetVMScriptVariable]] and pointing to the placed instance of the item this script is attached to. To ensure the player gets said reference, make a property for the specific reference in another script, and add it to the player with [[AddItem]] by passing the reference as akItemToAdd. | ||
<source lang="papyrus">ScriptName OptionsMenuScript Extends ObjectReference Conditional | <source lang="papyrus">ScriptName OptionsMenuScript Extends ObjectReference Conditional | ||