Difference between revisions of "Options Menu"
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Drat! More grammar...
imported>JustinOther m (→Examples: Grammar) |
imported>JustinOther m (Drat! More grammar...) |
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Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | ||
If (iButton != =-1) | If (iButton != =-1) | ||
akNewContainer.RemoveItem(GetBaseObject(), 1, True) ; Silently remove token | |||
If (iButton == 1) ; Mage | If (iButton == 1) ; Mage | ||
Debug.Notification("Mage selected") | Debug.Notification("Mage selected") | ||
Line 23: | Line 24: | ||
Debug.Notification("Warrior selected") | Debug.Notification("Warrior selected") | ||
EndIf | EndIf | ||
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 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 | *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 |