UI (functions)/Functional Menus

From PMDOWiki

NameMenu

Displays the name input box.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.

Argument order is UI:NameMenu(title, desc, maxLen, dfName).

Arguments

Name Type Technical Type Purpose
title String System.String The text to show above the input line.
desc String System.String The text to show below the input line.
maxLen Integer System.Int32 The length of the text in pixels.
dfName String System.String Name to start the textbox with.

AssemblyMenu

Displays a menu for replacing party members with the assembly.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.

ShopMenu

Displays the Shop menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.

Argument order is UI:ShopMenu(goods).

Arguments

Name Type Technical Type Purpose
goods LuaTable (NLua.LuaTable) A table of items to be sold. The format is { Item=InvItem, Price=int } for each item.

SellMenu

Displays the Sell menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.

StorageMenu

Displays the Storage menu for which to exchange items in the inventory with.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the menu is exited.

WithdrawMenu

Displays the Storage menu for which to withdraw from.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the menu is exited

BankMenu

Displays the Bank menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the menu is exited.

SpoilsMenu

Displays the Spoils menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the menu is exited.

Argument order is UI:SpoilsMenu(appraisalMap).

Arguments

Name Type Technical Type Purpose
appraisalMap LuaTable NLua.LuaTable A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem

AppraiseMenu

Displays the Appraisal menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.


TutorTeamMenu

Displays the Tutor Team menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.

RelearnMenu

Displays the Relearn menu for a character.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.

Argument order is UI:RelearnMenu(chara).

Arguments

Name Type Technical Type Purpose
chara Dungeon Character RogueEssense.Dungeon.Character The character to relearn skills

LearnMenu

Displays the Learn menu for a character to replace an existing skill with a new one.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.

Argument order is UI:LearnMenu(chara, skill).

Arguments

Name Type Technical Type Purpose
chara Dungeon Character RogueEssense.Dungeon.Character The character to relearn skills
skill String System.String The new skill

ForgetMenu

Displays the Forget menu for a character to forget a skill.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.

Argument order is UI:ForgetMenu(chara).

Arguments

Name Type Technical Type Purpose
chara Dungeon Character RogueEssense.Dungeon.Character The character to forget

ShowPromoteMenu

Displays the Promote menu to choose a team member to promote.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.

CanSwapMenu

TODO

SwapMenu

TODO

TributeMenu

TODO

ShowMusicMenu

Displays the Music menu to browse music for the game.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.

Argument order is UI:ShowMusicMenu(spoilerUnlocks).

Arguments

Name Type Technical Type Purpose
spoilerUnlocks LuaTable NLua.LuaTable A lua table of strings representing progression flags that have been completed.
Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.

DungeonChoice

Ask to enter a destintion via character dialogue to the player.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.

The Yes/No menu returns 1 for yes, and 0 for no.

Argument order is UI:DungeonChoice(name,dest).

Arguments

Name Type Technical Type Purpose
name String System.String Name of the destination
dest ZoneLoc RogueEssence.Dungeon.ZoneLoc The zone location ID of the destination.

DestinationMenu

Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.

Argument order is UI:DestinationMenu(destinations).

Arguments

Name Type Technical Type Purpose
destinations LuaTable NLua.LuaTable A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }

ChooseMonsterMenu

Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.

Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.

Argument order is UI:ChooseMonsterMenu(title, choices, exitWithMenu, exitWithCancel, slotsPerPage).

Arguments

Name Type Technical Type Purpose
title String System.String The title of the menu
choices LuaTable NLua.LuaTable A lua table of choices with each element being a MonsterID.
exitWithMenu Boolean System.Boolean If set to true, the Menu Button exits the menu if pressed.
exitWithCancel Boolean System.Boolean If set to true, the Cancel Button exits the menu if pressed.
slotsPerPage Integer System.Int32 Slots to display per page