Difference between revisions of "Options Menu"

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17 bytes added ,  06:58, 6 July 2012
m
→‎Single Level Menu: iButton Δ aiButton
imported>JustinOther
(Merged single level examples as they're essentially the same. Omitted 'Dispel()' from ActiveMagicEffect example as it's unnecessary and causes an error. Swapped Game.GetPlayer() for PlayerREF for consistency and 'cause it's substantially 'cheaper'.)
imported>JustinOther
m (→‎Single Level Menu: iButton Δ aiButton)
Line 37: Line 37:
EndEvent
EndEvent


Function Menu() ; The menu will exit on its own after a selection is made.
Function Menu(Int aiButton = 0) ; The menu will exit on its own after a selection is made.
Int iButton = OptionsMESG.Show() ; Shows your menu.
aiButton = OptionsMESG.Show() ; Shows your menu.
If iButton == 0  ; Mage
If aiButton == 0  ; Mage
Debug.Notification("Mage selected")
Debug.Notification("Mage selected")
ElseIf iButton == 1 ; Thief
ElseIf aiButton == 1 ; Thief
Debug.Notification("Thief selected")
Debug.Notification("Thief selected")
ElseIf iButton == 2 ; Warrior
ElseIf aiButton == 2 ; Warrior
Debug.Notification("Warrior selected")
Debug.Notification("Warrior selected")
EndIf
EndIf
EndFunction</source>
EndFunction</source>
== Menu with sub-options ==
== Menu with sub-options ==
For this 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. As your options become fleshed out, keep in mind that you can add and use arguments to store information temporarily rather than necessitating declarations of more variables or properties.
For this 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. As your options become fleshed out, keep in mind that you can add and use arguments to store information temporarily rather than necessitating declarations of more variables or properties.
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