UI (functions)/Functional Menus
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 |
