EDIT: How does it work exactly, does it allow the display of japanese characters/fonts (which I presume the normal english version of Oblivion can't)?
And that's the news for now. I hope to round things up sooner rather than later but I need to tidy things up too.&DragRect; <!-- marks the element as one that can be dragged around --> .....
scn guiDisenchantshort Buttonref Itemstring_var IconPathstring_var ItemNameBegin Function { Item } if (aaaMenuQST.SubMenu == 1) ShowGenericMenu "Disenchant.xml" Let IconPath := GetTexturePath Item Let ItemName := GetName Item SetMenuStringValue "user0|%z" IconPath 1011 SetMenuStringValue "user1|%z" ItemName 1011 Set aaaMenuQST.SubMenu to 2 elseif (aaaMenuQST.SubMenu == 2) Set Button to GetGenericButtonPressed ; Disenchant Button if (Button == 11) Call aaaDisenchant Item sv_Destruct IconPath ItemName Call aaaReleaseHotkey Set aaaMenuQST.SubMenu to 0 endif ; Exit Button if (Button == 22) Message "Disenchant Canceled!" sv_Destruct IconPath ItemName Call aaaReleaseHotkey Set aaaMenuQST.SubMenu to 0 endif endifEnd
string_var tmpLet tmp := StringLiteral "XML Code..." ; Basically, it will look for the first " and the last " and parse everything else into a string, keeping any special formatting..ShowGenericMenu "MyMenu"InsertXML tmp 1011 ; I may be confusing InsertXML with InsertXMLTemplate, one said it takes XML strings or file paths, unless I misunderstood what you meant.. ?
path_token
path_token
<!-- assuming this isn't the top-level element of your 'item' -->Then you could changeBLA <!-- doesn't even have to be a userX trait, anything starting with a underscore would work too -->
scn CreateImageElementstring_var namestring_var pathstring_var ElementBegin Function { name, path } Let Element := "" Element.Replace(name_token, name) Element.Replace(path_token, path} SetFunctionValue ElementEnd path_token
(returnID) InsertXMLTemplate "targetElement|templateName|newName" menuType
let sRoot := "_minimap\_minimap_world\_minimap_world_icons" let iMyID := InsertXMLTemplate "%z|_minimap_world_template|_marker_%g", sRoot, iMyIndex, 1004 ;the returned ID is stored in an array for future use and I do a little more initialization of the element ... mqSetMenuActiveFloatValue "_x", 1004, fPosX, iMyID mqSetMenuActiveFloatValue "_y", 1004, fPosY, iMyID mqSetMenuActiveFloatValue "_type", 1004, iMyType, iMyID ...the ID remains valid as long as the menu the element belongs to stays open
For what it's worth, I'm beginning to write a little tutorial on how to use all these functions together with ShowGenericMenu as a whole. Hopefully with better examples. To be honest I didn't even wanna reveal this hidden feature until I had documented it cause it may sound logical in my head, I know it may not be logical in other people's heads..... ... .... <_x> 0 <_y> 0 <_type> 0 <_tileVarID> 0 ....
prefabs\horizontal_scroll.xml<!-- rect name="horizontal_scroll" -->