improved menu, moved email functionality to a separate file
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@ -1,10 +1,6 @@
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//---------------------------Menus--------------------------
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//--OpenSakuraMenu
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//This is a bit of intro dialogue before the main character opens their menu. You can see below that there are three pieces of separate dialogue listed before it goes to MenuRun. The character will randomly choose one of those pieces of dialogue before opening the rest of their menu. You can customize this with individual greetings for the character, such as "Yes, %(username)?" or "Need something, %(username)?" or things like that. Note that none of the lines end with \e!
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//The \b2 tag tells the ghost to use their big balloon for this dialogue. If your menu has a lot of stuff, this'll probably look better than the small one.
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//If you don't want multiple responses before opening the menu, you can delete the dialogue and just leave MenuRun.
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// The character will randomly choose one of those pieces of dialogue before opening the rest of their menu. You can customize this with individual greetings for the character, such as "Yes, %(username)?" or "Need something, %(username)?" or things like that. Note that none of the lines end with \e!
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OpenSakuraMenu
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{
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"\0\s[0]\b2А?"
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@ -13,41 +9,32 @@ OpenSakuraMenu
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MenuRun
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}
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//--MenuRun
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// This actually fills out the rest of the menu. If you're going to be adding or changing functions, this is where you'll be doing your edits.
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MenuRun : all
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{
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wd = GetWeekDay
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ap = GetAP
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//These four statements basically get the day of the week, whether it's AM or PM, the hour, and the time. It's putting together the information to display the time at the bottom of the balloon.
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--
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"\n\n\_q\b2" //The \n\n means two new lines as detailed in the walkthrough, and \_q means quick session, meaning all the text from this point on will display instantly instead of a few letters at a time like normal ghost dialogue. You can ignore it.
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"\n\n\_q\b2"
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--
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if lastTalk != "" //What this does is check to see if the ghost has already said a random bit of dialogue on its own, essentially by seeing if the lastTalk thing is NOT empty (!= means "does not equal").
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{
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"\![*]\q[Repeat Last Dialogue,OnLastTalk]\n\n[half]"
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//If the ghost has said something, it will then display this menu option. You can replace "Repeat Last Dialogue" with whatever caption you like, such as "What were you saying?" or "What did you say?" or "Could you repeat that?" or something like that.
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//*********************Advanced User Info*******************************
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//These text boxes are meant for those who have an interest in expanding or using more complicated functions in their ghost. Also for my own reference in the future since I plan on using this template too, haha. If you have no interest in any of this and just want to keep things as simple as possible, feel free to skip these boxes.
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//I briefly touched in bootend.dic about \q, but I'll again cover it here. Pay very close attention to how this bit of dialogue is formatted. You'll see it goes \![*]\q[Displayed Name,linkedfunction]. Breaking it down, \![*] puts the balloon's option icon in front of the choice (usually a > or something), \q sets up the choice, Displayed Name which is the text that will display in the ghost's balloon, then linkedfunction, which is what the choice is linked to when the user clicks it. As you go through this file, look at how every menu option is set up, and you will see they all follow this format, give or take a \![*]. If you're going to be adding new options to menus or creating your own functions and such, make sure you follow this format and learn it well. Make sure to read the coding page of the walkthrough.
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//***********************************************************************
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}
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--
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"\![*]\q[Say something,OnAiTalk]\n"
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//I briefly touched in bootend.dic about \q, but I'll again cover it here. Pay very close attention to how this bit of dialogue is formatted. You'll see it goes \![*]\q[Displayed Name,linkedfunction]. Breaking it down, \![*] puts the balloon's option icon in front of the choice (usually a > or something), \q sets up the choice, Displayed Name which is the text that will display in the ghost's balloon, then linkedfunction, which is what the choice is linked to when the user clicks it. As you go through this file, look at how every menu option is set up, and you will see they all follow this format, give or take a \![*]. If you're going to be adding new options to menus or creating your own functions and such, make sure you follow this format and learn it well. Make sure to read the coding page of the walkthrough.
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//***********************************************************************
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"\![*]\q[Скажи что нибуть,OnAiTalk]\n"
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"\![*]\q[Давай проверим почту,MailCheck]\n"
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//This option will force the ghost to say something from aitalk if the user clicks it. Just replace "Say something" with whatever caption you think would be appropriate.
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//Advanced users, you can add multiple captions for any option you add to a menu you make just like this, as long as you separate it from the other options into its own section with two dashes above and below. Note that you can't do this if the Function above has ": all" after it, since that will put every potential option in. You'll have to set it your menu up differently to take --s into account. I commented it out here because of ": all" above, but you can see the basic idea.
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--
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"\![*]\q[Config Menu,configmenu]\n"
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"\![*]\q[Functions,dosomething]\n\n[half]"
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"\![*]\q[Nevermind,CANCEL]\n\n\n[half]%(wd) %(nowhour):%(nowmin) %(ap), %(month)/%(day)/%(year)\e"
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//These three lead to the Config Menu, the Function menu, and Cancel. You can leave these alone if you like. All the envelopes at the end (see word.dic) basically display the year, month, day, weekday, and time.
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"\![*]\q[Нужно кое-что сделать,dosomething]\n\n[half]"
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"\![*]\q[Настройки,configmenu]\n"
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"\![*]\q[Я передумал,CANCEL]\n\n\n[half]%(wd) %(nowhour):%(nowmin) %(ap), %(month)/%(day)/%(year)\e"
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}
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// WILD UNFORMATTED CODE BELOW --------------
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//Leave this alone
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OnLastTalk
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{
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@ -480,9 +467,9 @@ Select.TEACHNAME
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//If the user selects cancel in a menu. Replace as you like, or just leave them blank.
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Select.CANCEL
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{
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"\0\s[0]This is a cancel message.\e"
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//"\0\s[0]This is a cancel message.\e"
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"\0\s[0]This is another cancel message.\e"
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//"\0\s[0]This is another cancel message.\e"
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}
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@ -511,7 +498,6 @@ Select.dosomething : all
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//the actual menu options.
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"\![*]\q[Open Calendar,CALENDAR]\n"
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"\![*]\q[Check Email,MailCheck]\n"
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"\![*]\q[Open SSP Preferences,sspconfig]\n"
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//"\![*]\q[Empty Recycle Bin,ChoiceGarbagecan]\n"
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@ -643,13 +629,14 @@ OpenKeroMenu : all
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}
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//There are no real set things for the second character to do, really. You can mostly add whatever functions you want to them, their menu is totally free reign. In mine for example, Hunter has some games, a pseudo-FAQ for users, a bug report, an update option, and most importantly, a test variable. A lot of that is fairly complicated though, so I won't get into it here. Advanced Users can pick up Hunter and Smoker and study their menu.dic to see how I did it though, and those who read the coding page of the walkthrough and want to make their own functions can feel free to add them here.
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//For the purposes of this simple template, I'll include two options that may come in handy - an update option and a bug report option, as well as the test variable.
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//If you click cancel. Replace dialogue as you want.
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/*
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Select.keroCANCEL
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{
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"\1\s[10]This is menu cancel dialogue.\e"
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}
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*/
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//This is when they select bug report. This is mostly meant to briefly give the user information about you, the creator, and how to report a problem to you. This can be handy if the person forgot where they got their ghost or how to contact you. Add whatever info you like here.
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