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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-22 15:45:37 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-22 15:45:37 +0000 |
commit | e828c8642a637a3e3f63450b75ebc93f2bd4bce4 (patch) | |
tree | c21ac768b9b756ccdc36cf8f34d636d157cff337 /doc/script_commands.txt | |
parent | b574d2412b1c882a1f7cc70e460662e1725ce97d (diff) | |
download | hercules-e828c8642a637a3e3f63450b75ebc93f2bd4bce4.tar.gz hercules-e828c8642a637a3e3f63450b75ebc93f2bd4bce4.tar.bz2 hercules-e828c8642a637a3e3f63450b75ebc93f2bd4bce4.tar.xz hercules-e828c8642a637a3e3f63450b75ebc93f2bd4bce4.zip |
* Extended the functionality of StringBuf - length and appending a string.
* menu/select/prompt script functions support grouped and empty options.
The selected option number is consistent with them.
* More work on ticket #41.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10316 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 56 |
1 files changed, 36 insertions, 20 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 4c90118da..15fad965a 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -9,7 +9,7 @@ //= Maeki Rika - A section on general concepts and lots of //= other updates and additions. //===== Version =========================================== -//= 3.04.20070317 +//= 3.05.20070423 //========================================================= //= 1.0 - First release, filled will as much info as I could //= remember or figure out, most likely there are errors, @@ -73,6 +73,9 @@ //= Adjusted the 'itemskill' description due to recent change [ultramage] //= 3.04.20070409 //= Fixed the incorrect order of parameters in 'makeitem' [ultramage] +//= 3.05.20070423 +//= menu/select/prompt produce consistent results for grouped and empty +//= options [FlavioJS] //===== Description ======================================= //= A reference manual for the eAthena scripting language, //= sorted out depending on their functionality. @@ -1116,7 +1119,7 @@ Note by FlavioJS: goto's are "evil" and should be avoided if possible (ò_ó) --------------------------------------- -*menu "<menu option>",<label>{,"<menu option>",<label>,...}; +*menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...}; This command will create a selectable menu for the invoking character. Only one menu can be on screen at the same time. @@ -1125,25 +1128,40 @@ Depending on what the player picks from the menu, the script execution will continue from the corresponding label. (it's string-label pairs, not label- string) +Options can be grouped together, separated by the character ':'. + + menu "A:B",L_Wrong,"C",L_Right; + It also sets a special temporary character variable @menu, which contains the number of option the player picked. (Numbering of options starts at 1.) - - menu "I want to Start",L_Start,"I want to end",L_End; - L_Start: - //If they click "I want to Start" they will end up here - L_End: - //If they click "I want to end" they will end up here +This number is consistent with empty options and grouped options. + + menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right; + L_Wrong: + // If they click "A" or "B" they will end up here + // @menu == 1 if "A" + // @menu == 2 will never happen because the option is empty + // @menu == 3 if "B" + L_Impossible: + // Empty options are not displayed and therefore can't be selected + // this label will never be reached from the menu command + L_Right: + // If they click "C" they will end up here + // @menu == 5 If a label is '-', the script execution will continue right after the menu command if that option is selected, this can be used to save you time, and optimize big scripts. - menu "I want to Start",-,"I want to end",L_End; - //If they click "I want to Start" they will end up here - L_End: - //If they click "I want to end" they will end up here + menu "A::B:",-,"C",L_Right; + // If they click "A" or "B" they will end up here + // @menu == 1 if "A" + // @menu == 3 if "B" + L_Right: + // If they click "C" they will end up here + // @menu == 5 -Both these examples will perform the same task. +Both these examples will perform the exact same task. If you give an empty string as a menu item, the item will not display. This can effectively be used to script dynamic menus by using empty string for @@ -1242,8 +1260,8 @@ perfectly equivalent. --------------------------------------- -*select("<option>"{,"<option>"..."<option>"}) -*prompt("<option>"{,"<option>"..."<option>"}) +*select("<option>"{,"<option>",...}) +*prompt("<option>"{,"<option>",...}) This function is a handy replacement for 'menu' for some specific cases where you don't want a complex label structure - like, for example, asking simple yes- @@ -1251,12 +1269,10 @@ no questions. It will return the number of menu option picked, starting with 1. Like 'menu', it will also set the variable @menu to contain the option the user picked. - if (select("Yes","No")==1) mes "You said yes, I know."; + if (select("Yes:No")==1) mes "You said yes, I know."; -And like 'menu', this command has a problem with empty strings - if some of the -option strings given to it are empty, you won't be able to tell which one the -user really picked. The number it returns will only make sense if all the empty -strings are last in the list of options. +And like 'menu', the selected option is consistent with grouped options +and empty options. prompt works almost the same as select, except that when a character clicks the Cancel button, this function will return 255 instead. |