UI (functions)/Functional Menus: Difference between revisions
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== | == NameMenu == | ||
Displays the name input box. | Displays the name input box. | ||
| Line 6: | Line 5: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=NameMenu|args=title, desc, maxLen, dfName}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=title | |||
|type=String | |||
|techt=System.String | |||
|purp=The text to show above the input line. | |||
}} | |||
{{ArgRow | |||
|name=desc | |||
|type=String | |||
|techt=System.String | |||
|purp=The text to show below the input line. | |||
}} | |||
{{ArgRow | |||
|name=maxLen | |||
|type=Integer | |||
|techt=System.Int32 | |||
|purp=The length of the text in pixels. | |||
}} | |||
{{ArgRow | |||
|name=dfName | |||
|type=String | |||
|techt=System.String | |||
|purp=Name to start the textbox with. | |||
}} | |||
|} | |||
== AssemblyMenu == | == AssemblyMenu == | ||
Displays a menu for replacing party members with the assembly. | Displays a menu for replacing party members with the assembly. | ||
| Line 23: | Line 44: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called. | ||
== ShopMenu == | |||
== ShopMenu | |||
Displays the Shop menu. | Displays the Shop menu. | ||
| Line 33: | Line 53: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=ShopMenu|args=goods}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=goods | |||
|type=LuaTable | |||
|techt=(NLua.LuaTable) | |||
|purp=A table of items to be sold. The format is { Item=InvItem, Price=int } for each item. | |||
}} | |||
|} | |||
== SellMenu == | == SellMenu == | ||
Displays the Sell menu. | Displays the Sell menu. | ||
| Line 47: | Line 74: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called. | ||
== StorageMenu == | == StorageMenu == | ||
Displays the Storage menu for which to exchange items in the inventory with. | Displays the Storage menu for which to exchange items in the inventory with. | ||
| Line 57: | Line 83: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the menu is exited. | and for execution to suspend until the menu is exited. | ||
== WithdrawMenu == | == WithdrawMenu == | ||
Displays the Storage menu for which to withdraw from. | Displays the Storage menu for which to withdraw from. | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the menu is exited | and for execution to suspend until the menu is exited | ||
== BankMenu == | == BankMenu == | ||
Displays the Bank menu. | Displays the Bank menu. | ||
| Line 76: | Line 98: | ||
and for execution to suspend until the menu is exited. | and for execution to suspend until the menu is exited. | ||
== SpoilsMenu == | |||
== SpoilsMenu | |||
Displays the Spoils menu. | Displays the Spoils menu. | ||
| Line 85: | Line 105: | ||
and for execution to suspend until the menu is exited. | and for execution to suspend until the menu is exited. | ||
{{FuncUsage|nmspace=UI|nm=SpoilsMenu|args=appraisalMap}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=appraisalMap | |||
|type=LuaTable | |||
|techt=NLua.LuaTable | |||
|purp=A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem | |||
}} | |||
|} | |||
== AppraiseMenu == | == AppraiseMenu == | ||
Displays the Appraisal menu. | Displays the Appraisal menu. | ||
| Line 97: | Line 124: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called. | ||
== TutorTeamMenu | == TutorTeamMenu == | ||
Displays the Tutor Team menu. | Displays the Tutor Team menu. | ||
| Line 107: | Line 134: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called. | ||
== RelearnMenu | == RelearnMenu == | ||
Displays the Relearn menu for a character. | Displays the Relearn menu for a character. | ||
| Line 116: | Line 143: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=RelearnMenu|args=chara}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=chara | |||
|type=Dungeon Character | |||
|techt=RogueEssense.Dungeon.Character | |||
|purp=The character to relearn skills | |||
}} | |||
|} | |||
== LearnMenu == | |||
== LearnMenu | |||
Displays the Learn menu for a character to replace an existing skill with a new one. | Displays the Learn menu for a character to replace an existing skill with a new one. | ||
| Line 130: | Line 165: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=LearnMenu|args=chara, skill}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=chara | |||
|type=Dungeon Character | |||
|techt=RogueEssense.Dungeon.Character | |||
|purp=The character to relearn skills | |||
}} | |||
{{ArgRow | |||
|name=skill | |||
|type=String | |||
|techt=System.String | |||
|purp=The new skill | |||
}} | |||
|} | |||
== ForgetMenu == | |||
== ForgetMenu | |||
Displays the Forget menu for a character to forget a skill. | Displays the Forget menu for a character to forget a skill. | ||
| Line 145: | Line 193: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=ForgetMenu|args=chara}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=chara | |||
|type=Dungeon Character | |||
|techt=RogueEssense.Dungeon.Character | |||
|purp=The character to forget | |||
}} | |||
|} | |||
== ShowPromoteMenu == | |||
== | |||
Displays the Promote menu to choose a team member to promote. | Displays the Promote menu to choose a team member to promote. | ||
| Line 159: | Line 215: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called. | ||
== CanSwapMenu == | |||
== CanSwapMenu | |||
TODO | TODO | ||
== SwapMenu == | |||
== SwapMenu | |||
TODO | TODO | ||
== TributeMenu == | |||
== TributeMenu | |||
TODO | TODO | ||
== ShowMusicMenu == | |||
== ShowMusicMenu | |||
Displays the Music menu to browse music for the game. | Displays the Music menu to browse music for the game. | ||
| Line 187: | Line 235: | ||
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called. | Then to recover the string representing the chosen song, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=ShowMusicMenu|args=spoilerUnlocks}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=spoilerUnlocks | |||
|type=LuaTable | |||
|techt=NLua.LuaTable | |||
|purp=A lua table of strings representing progression flags that have been completed.<br>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, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | 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. | 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. | The Yes/No menu returns 1 for yes, and 0 for no. | ||
{{FuncUsage|nmspace=UI|nm=DungeonChoice|args=name,dest}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=name | |||
|type=String | |||
|techt=System.String | |||
|purp=Name of the destination | |||
}} | |||
{{ArgRow | |||
|name=dest | |||
|type=ZoneLoc | |||
|techt=RogueEssence.Dungeon.ZoneLoc | |||
|purp=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, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called. | Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=DestinationMenu|args=destinations}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=destinations | |||
|type=LuaTable | |||
|techt=NLua.LuaTable | |||
|purp=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, | UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, | ||
and for execution to suspend until the choice is returned. | and for execution to suspend until the choice is returned. | ||
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called. | Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called. | ||
{{FuncUsage|nmspace=UI|nm=ChooseMonsterMenu|args=title, choices, exitWithMenu, exitWithCancel, slotsPerPage}} | |||
=== Arguments === | === Arguments === | ||
{|class="wikitable" | |||
{{ArgHeader}} | |||
{{ArgRow | |||
|name=title | |||
|type=String | |||
|techt=System.String | |||
|purp=The title of the menu | |||
}} | |||
{{ArgRow | |||
|name=choices | |||
|type=LuaTable | |||
|techt=NLua.LuaTable | |||
|purp=A lua table of choices with each element being a MonsterID. | |||
}} | |||
{{ArgRow | |||
|name=exitWithMenu | |||
|type=Boolean | |||
|techt=System.Boolean | |||
|purp=If set to true, the Menu Button exits the menu if pressed. | |||
}} | |||
{{ArgRow | |||
|name=exitWithCancel | |||
|type=Boolean | |||
|techt=System.Boolean | |||
|purp=If set to true, the Cancel Button exits the menu if pressed. | |||
}} | |||
{{ArgRow | |||
|name=slotsPerPage | |||
|type=Integer | |||
|techt=System.Int32 | |||
|purp=Slots to display per page | |||
}} | |||
|} | |||
Latest revision as of 16:59, 18 January 2026
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 |
