UI (functions)/Functional Menus

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Revision as of 03:48, 18 January 2026 by Imbion (talk | contribs) (Created page with "== 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 belo...")
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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

  • title: The text to show above the input line.
  • desc: The text to show below the input line.
  • maxLength: The length of the text in pixels.
  • defaultName: 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

  • goods: 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

  • appraisalMap: 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

  • chara: 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

  • chara: The character to relearn skills
  • skillNum: 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

  • chara: 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

  • spoilerUnlocks: 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

  • name: Name of the destination
  • dest: 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

  • destinations: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }