|
|
| Line 3: |
Line 3: |
| The UI functions control UI elements, such as textboxes. Each UI function is run by using <code>UI:[function]</code> | | The UI functions control UI elements, such as textboxes. Each UI function is run by using <code>UI:[function]</code> |
|
| |
|
| == WaitInput == | | == Textbox == |
| | {{subpage|UI (functions)/Textbox}} |
| | {{:UI (functions)/Textbox/Table}} |
|
| |
|
| Waits for the player to press a button, before continuing the game's script.
| | === Textbox Settings === |
| | {{subpage|UI (functions)/Textbox Settings}} |
| | {{:UI (functions)/Textbox Settings/Table}} |
|
| |
|
| | == Background == |
| | {{subpage|UI (functions)/Background}} |
| | {{:UI (functions)/Background/Table}} |
|
| |
|
| == WaitShowDialogue == | | == Speakers == |
| | {{subpage|UI (functions)/Speakers}} |
| | {{:UI (functions)/Speakers/Table}} |
|
| |
|
| Displays a dialogue box with text, waiting until the player completes it.
| | === Speaker Settings === |
| Takes a string as an argument.
| | {{subpage|UI (functions)/Speaker Settings}} |
| | {{:UI (functions)/Speaker Settings/Table}} |
|
| |
|
| | == Choice Menu == |
| | {{subpage|UI (functions)/Choice Menu}} |
| | {{:UI (functions)/Choice Menu/Table}} |
|
| |
|
| === Arguments === | | == Functional Menus == |
| Argument order is <code>UI:WaitShowDialouge(text, callbacks)</code>
| | {{subpage|UI (functions)/Functional Menus}} |
| {| class="wikitable" | | {{:UI (functions)/Functional Menus/Table}} |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || ? || The text to display with the textbox. || Yes
| |
| |-
| |
| | callbacks || Lua Table || ? || A table of callbacks to be called by the textbox for customization features. || No
| |
| |-
| |
| |}
| |
|
| |
|
| === Example === | | == Rescue Menus == |
| | {{subpage|UI (functions)/Rescue Menus}} |
| | {{:UI (functions)/Rescue Menus/Table}} |
|
| |
|
| <pre>
| | == Custom Menus == |
| | {{subpage|UI (functions)/Custom Menus}} |
| | {{:UI (functions)/Custom Menus/Table}} |
|
| |
|
| UI:WaitShowDialogue("Hello World!")
| | [[Category:Scripting]] |
| | |
| </pre>
| |
| | |
| == WaitShowTimedDialogue ==
| |
| | |
| | |
| Displays a dialogue box with text, waiting until the specified time has expired.
| |
| | |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:WaitShowTimedDialouge(text, waitTime, callbacks)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || ? || The text to display with the textbox. || Yes
| |
| |-
| |
| | waitTime || Integer || ? || The time for the textbox to remain on screen. Pass -1 to wait for layer input. || Yes
| |
| |-
| |
| | callbacks || Lua Table || ? || A table of callbacks to be called by the textbox for customization features. || No
| |
| |-
| |
| |}
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowTimedDialogue("Hello World!", 120)
| |
| | |
| </pre>
| |
| | |
| == TextDialogue ==
| |
| | |
| | |
| Sets the current dialogue text to be shown. Requires WaitDialog to actually display.
| |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:TextDialogue(text, waitTime, callbacks)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || System.String || The text to display with the textbox. || Yes
| |
| |-
| |
| | waitTime || Integer || System.Int32 || The time for the textbox to remain on screen. Pass -1 to wait for layer input. || No
| |
| |-
| |
| | callbacks || Lua Table || NLua.LuaTable || A table of callbacks to be called by the textbox for customization features. || No
| |
| |-
| |
| |}
| |
| | |
| | |
| == WaitShowVoiceOver ==
| |
| | |
| | |
| Displays a voice over, waiting until the player completes it.
| |
| | |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:WaitShowVoiceOver(text, expireTime, x, y, width, height, callbacks)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || System.String || The text to display with the textbox. || Yes
| |
| |-
| |
| | expireTime || Integer || System.Int32 || The time for the textbox to remain on screen. Pass -1 to wait for layer input. || No
| |
| |-
| |
| | x || Integer || System.Int32 || The starting X position of the box. || No
| |
| |-
| |
| | y || Integer || System.Int32 || The starting Y position of the box || No
| |
| |-
| |
| | width || Integer || System.Int32 || The width of the box. || No
| |
| |-
| |
| | height || Integer || System.Int32 || The height of the box. || No
| |
| |-
| |
| | callbacks || Lua Table || NLua.LuaTable || A table of callbacks to be called by the textbox for customization features. || No
| |
| |-
| |
| |}
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowVoiceOver("Hello World!", 120)
| |
| | |
| </pre>
| |
| | |
| == TextVoiceOver ==
| |
| | |
| | |
| Sets the current voice-over text to be shown. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:TextVoiceOver(text, expireTime, x, y, width, height, callbacks)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || System.String || The text to display with the textbox. || Yes
| |
| |-
| |
| | expireTime || Integer || System.Int32 || The time for the textbox to remain on screen. Pass -1 to wait for layer input. || No
| |
| |-
| |
| | x || Integer || System.Int32 || The starting X position of the box. || No
| |
| |-
| |
| | y || Integer || System.Int32 || The starting Y position of the box || No
| |
| |-
| |
| | width || Integer || System.Int32 || The width of the box. || No
| |
| |-
| |
| | height || Integer || System.Int32 || The height of the box. || No
| |
| |-
| |
| | callbacks || Lua Table || NLua.LuaTable || A table of callbacks to be called by the textbox for customization features. || No
| |
| |-
| |
| |}
| |
| | |
| == TextPopUp ==
| |
| | |
| | |
| Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.
| |
| | |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:TextPopUp(text, expireTime, x, y, width, height, callbacks)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || System.String || The text to display with the textbox. || Yes
| |
| |-
| |
| | expireTime || Integer || System.Int32 || The time for the textbox to remain on screen. Pass -1 to wait for layer input. || No
| |
| |-
| |
| | x || Integer || System.Int32 || The starting X position of the box. || No
| |
| |-
| |
| | y || Integer || System.Int32 || The starting Y position of the box || No
| |
| |-
| |
| | width || Integer || System.Int32 || The width of the box. || No
| |
| |-
| |
| | height || Integer || System.Int32 || The height of the box. || No
| |
| |-
| |
| | centerH || Boolean || System.Boolean || True if the text should be centered horizontally. || No
| |
| |-
| |
| | centerV || Boolean || System.Boolean || True if the text should be centered vertically. || No
| |
| |-
| |
| |}
| |
| | |
| == WaitShowTitle ==
| |
| Fades in a title text, waiting until the fade-in is complete.
| |
| | |
| === Arguments ===
| |
| Argument order is <code>UI:WaitShowTitle(text, time)</code>
| |
| {| class="wikitable"
| |
| |-
| |
| ! Name !! Type !! Technical Type !! Purpose !! Required
| |
| |-
| |
| | text || String || System.String || The text to display with the textbox. || Yes
| |
| |-
| |
| | time || Integer || System.Int32 || How long the text takes to fade in. || No
| |
| |}
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| === Example ===
| |
| <pre>
| |
| | |
| UI:WaitShowTitle("Hello World!", 60)
| |
| | |
| </pre>
| |
| | |
| == UI:TextShowTitle(System.String,System.Int32) ==
| |
| Shows text in the format of a title drop. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| == UI:WaitHideTitle ==
| |
| | |
| | |
| Fades out the currently displayed title, waiting until the fade-out is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitHideTitle(60)
| |
| | |
| </pre>
| |
| | |
| == UI:TextFadeTitle(System.Int32) ==
| |
| | |
| | |
| Fades out the text set in a title drop. Requires WaitDialog to actually fade.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| == UI:WaitShowBG ==
| |
| | |
| | |
| Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>bg</code>: The background to show, from the list of BG textures.
| |
| * <code>frameTime</code>: Framerate of the image animation.
| |
| * <code>fadeInTime</code>: Time taken to fade in the image.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowBG("TestBG", 3, 60)
| |
| | |
| </pre>
| |
| | |
| == UI:ShowBG(System.String,System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets an image to display. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>bg</code>: The background to show, from the list of BG textures.
| |
| * <code>frameTime</code>: Framerate of the image animation.
| |
| * <code>fadeInTime</code>: Time taken to fade in the image.
| |
| | |
| == UI:WaitHideBG ==
| |
| | |
| | |
| Fades out the current background image, waiting until the fade-out is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: Time taken to fade out the image.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitHideBG(60)
| |
| | |
| </pre>
| |
| | |
| == UI:FadeBG(System.Int32) ==
| |
| | |
| | |
| Prepares a fade-out of the current image. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: Time taken to fade out the image.
| |
| | |
| == UI:ResetSpeaker(System.Boolean) ==
| |
| | |
| | |
| Clears the current speaker, so none is displayed the next time TextDialogue is called.
| |
| This also resets any custom dialogue box positions, portrait positions, and choice positions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>keysound</code>: If turned on, the text from the dialogue boxes make sounds. Default is on.
| |
| | |
| == UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==
| |
| | |
| | |
| Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Speaker name.
| |
| * <code>keysound</code>: Plays sounds when text appears.
| |
| * <code>specie</code>: Species of the speaker
| |
| * <code>form</code>: Form of the speaker
| |
| * <code>skin</code>: Skin of the speaker
| |
| * <code>gender</code>: Gender of the speaker
| |
| | |
| == UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==
| |
| | |
| | |
| Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to set as speaker. This is a character in a ground map.
| |
| * <code>keysound</code>: Plays sounds when text appears.
| |
| | |
| == UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==
| |
| | |
| | |
| Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to set as speaker. This is a character in a dungeon map.
| |
| * <code>keysound</code>: Plays sounds when text appears.
| |
| | |
| == UI:SetSpeakerReverse(System.Boolean) ==
| |
| | |
| | |
| Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>reverse</code>: Faces right if false, left if true.
| |
| | |
| == UI:SetChoiceLoc(System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets the position of the choices for a question dialog.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>x</code>: The X position
| |
| * <code>y</code>: The Y position
| |
| | |
| == UI:ResetChoiceLoc ==
| |
| | |
| | |
| Sets the position of the choices for a question dialog back to default.
| |
| | |
| | |
| == UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets the position and size of the dialogue box.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>x</code>: The X position of the box
| |
| * <code>y</code>: The Y position of the box
| |
| * <code>width</code>: Width of the box
| |
| * <code>height</code>: Height of the box
| |
| | |
| == UI:SetSe(System.String,System.Int32) ==
| |
| | |
| | |
| Sets the speaker sound effect and speak frames played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>newSe</code>: The sound effect of the box
| |
| * <code>speakTime</code>: The amount of frames to wait between each sound effect
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSe("Battle/_UNK_DUN_Water_Drop", 3)
| |
| | |
| </pre>
| |
| | |
| == UI:SetSe(System.String) ==
| |
| | |
| | |
| Sets the speaker sound effect played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>newSe</code>: The sound effect of the box
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSe("Menu/Unknown-3")
| |
| | |
| </pre>
| |
| | |
| == UI:SetSpeakTime(System.Int32) ==
| |
| | |
| | |
| Sets the speak frames played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>speakTime</code>: The amount of frames to wait between each sound effect
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSpeakTime(10)
| |
| | |
| </pre>
| |
| | |
| == UI:ResetSe ==
| |
| | |
| | |
| Resets to the default speaker sound effect and speaker frames.
| |
| | |
| | |
| == UI:ResetBounds ==
| |
| | |
| | |
| Resets the position and size of the dialogue box.
| |
| | |
| | |
| == UI:SetSpeakerLoc(System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets the position of the speaker in a dialogue box.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>x</code>: The X position
| |
| * <code>y</code>: The Y position
| |
| | |
| == UI:ResetSpeakerLoc ==
| |
| | |
| | |
| Resets the position of the speaker in a dialogue box.
| |
| | |
| | |
| == UI:SetSpeakerEmotion(System.String,System.Boolean) ==
| |
| | |
| | |
| Sets the emotion of the speaker in the dialogue box.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>emo</code>: Emotion to display
| |
| * <code>reverse</code>: Faces right if false, left if true.
| |
| | |
| == UI:SetCenter(System.Boolean,System.Boolean) ==
| |
| | |
| | |
| Sets the centering of the text in the textbox.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>centerH</code>: Horizontal centering
| |
| * <code>centerV</code>: Vertical centering
| |
| | |
| == UI:SetAutoFinish(System.Boolean) ==
| |
| | |
| | |
| Makes the text automatically finish when it shows up.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>autoFinish</code>: Auto-finishes text if true.
| |
| | |
| == WaitDialog ==
| |
| | |
| | |
| Displays the currently set dialogue box and waits for the player to complete it.
| |
| | |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitDialog()
| |
| | |
| </pre>
| |
| | |
| == UI:_DummyWait ==
| |
| | |
| | |
| Instantly break. Used as default/invalid value when returning a yieldable value.
| |
| | |
| | |
| == UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==
| |
| | |
| | |
| Ask a question answered by yes or no 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>message</code>: Question to be asked to the user.
| |
| * <code>bdefaultstono</code>: Whether the cursor starts on no by default
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| == UI:NameMenu(System.String,System.String,System.Int32,System.String) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>title</code>: The text to show above the input line.
| |
| * <code>desc</code>: The text to show below the input line.
| |
| * <code>maxLength</code>: The length of the text in pixels.
| |
| * <code>defaultName</code>: 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(NLua.LuaTable) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>goods</code>: 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(NLua.LuaTable) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>appraisalMap</code>: 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(NLua.LuaFunction) ==
| |
| | |
| | |
| 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(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to relearn skills
| |
| | |
| == LearnMenu(RogueEssence.Dungeon.Character,System.String) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to relearn skills
| |
| * <code>skillNum</code>: The new skill
| |
| | |
| == ForgetMenu(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to relearn skills
| |
| | |
| == UI: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(NLua.LuaTable) ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == SwapMenu(NLua.LuaTable,NLua.LuaTable) ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == TributeMenu(System.Int32) ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == ShowMusicMenu(NLua.LuaTable) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>spoilerUnlocks</code>: 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.
| |
| | |
| == UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Name of the destination
| |
| * <code>dest</code>: The ZoneLoc location of the destination.
| |
| | |
| == UI:DestinationMenu(NLua.LuaTable,System.Object) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>destinations</code>: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }
| |
| | |
| == UI:ServersMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:ContactsMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:SOSMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:AOKMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:PeersMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:ShowConnectMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:CurrentActivityMenu ==
| |
| | |
| | |
| TODO
| |
| | |
| | |
| == UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==
| |
| | |
| | |
| 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.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>title</code>: The title of the menu
| |
| * <code>choices</code>: A lua table of choices with each element being a MonsterID.
| |
| * <code>canMenu</code>: If set to true, the Menu Button exits the menu if pressed.
| |
| * <code>canCancel</code>: If set to true, the Cancel Button exits the menu if pressed.
| |
| * <code>slotsPerPage</code>: Slots to display per page
| |
| | |
| == UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==
| |
| | |
| | |
| Displays a custom menu of the caller's choice.
| |
| | |
| UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
| |
| and for execution to suspend until the menu is exited.
| |
| | |
| | |
| == UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==
| |
| | |
| | |
| Marks the start of a multi-choice 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 value indicating the result of the menu, UI:ChoiceResult() must be called.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>message</code>: The question to ask the user.
| |
| * <code>choicesPairs</code>: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.
| |
| * <code>defaultChoice</code>: The cursor starts on this choice.
| |
| * <code>cancelChoice</code>: This choice is chosen if the player presses the cancel button.
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| == UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==
| |
| | |
| | |
| Marks the start of a multi-paged choice 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 value indicating the result of the menu, UI:ChoiceResult() must be called.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>x</code>: X position of the menu
| |
| * <code>y</code>: Y position of the menu
| |
| * <code>width</code>: Width of the menu
| |
| * <code>title</code>: Height of the menu
| |
| * <code>choicesPairs</code>: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.
| |
| * <code>linesPerPage</code>: Number of choices per page
| |
| * <code>defaultChoice</code>: The cursor starts on this choice.
| |
| * <code>cancelChoice</code>: This choice is chosen if the player presses the cancel button.
| |
| | |
| == UI:ChoiceResult ==
| |
| | |
| | |
| Get the result of the last choice menu
| |
| | |
| | |
| === Returns ===
| |
| | |
| The result of the choice
| |
| | |
| == UI:GetChoiceAction(System.Object) ==
| |
| | |
| | |
| It's complicated.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: None
| |
| | |
| == UI:WaitForChoice ==
| |
| | |
| | |
| Displays the currently set choice menu and waits for the player's selection to complete.
| |
| | |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitForChoice()
| |
| | |
| </pre>
| |
| | |
| == UI:__WaitForChoice ==
| |
| | |
| | |
| Wait for choice and then CLEAN UP m_curchoice
| |
| | |
| [[Category:Function]] | |