Difference between revisions of "EVENT TYPE POPUP RESULT"
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{{event | {{event | ||
+ | |sourcefile=script.ldf | ||
|when= player responds to area transition prompt. | |when= player responds to area transition prompt. | ||
|from= | |from= |
Revision as of 20:45, 30 July 2009
- Source:
- script.ldf
- Sent when:
- player responds to area transition prompt.
- Sent from:
- Sent to:
- module
- Parameters:
-
- Integer 0: popup ID
- Integer 1: button result (1 - 4)
- String 0: string entered into optional text field
- Object 0: owner of popup
Usage
case EVENT_TYPE_POPUP_RESULT:
{
int nPopupID = GetEventInteger(ev, 0); // popup ID
int nButton = GetEventInteger(ev, 1); // button result (1 - 4)
string sInput = GetEventString(ev, 0); // string entered into optional text field
object oOwner = GetEventObject(ev, 0); // owner of popup
// insert event-handling code here
break;
}
{
int nPopupID = GetEventInteger(ev, 0); // popup ID
int nButton = GetEventInteger(ev, 1); // button result (1 - 4)
string sInput = GetEventString(ev, 0); // string entered into optional text field
object oOwner = GetEventObject(ev, 0); // owner of popup
// insert event-handling code here
break;
}
Calling the "ShowPopup" script function causes a popup window to be displayed to the user, with up to four buttons whose text is defined in the "popups" 2DA and up to one text input field (with a filter on the input the player can type there that's the same as the filter on player names - up to 20 characters, no spaces, limited punctuation, no empty strings). This event is generated and sent to the module script with the popup's result.