My Personal Menu Base Release
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Just passing it along since Diablo 4 is coming out soon. This isn't anyway the best menu base. It has issues and needs cleaning, but it does work and can be ported to any game title.
Hopefully I labeled everything correctly for the admins.
Features:
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shaders
- toggle
- sub menu
- color
- resize hud
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text
- options <- duh
- slider arrays <- strtok or array()
The feature elements classified as option_left and option_right.
- issue
- if self.menu.toggle ~ toggle shader
- if self.menu.shader ~ color shader
- if self.menu.function == new_menu ~ submenu shader
- if self.menu.slider ~ slider option
does have support for infinity toggles but the why the scrolling is done it won't work.
could be some unknow issues also, report any and I'll fix it in the year 2038
this does work very well and I haven't had any issues with it but it isn't the best way to do it.
this can be improved by migrating from a store text system to a set menu text system.
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XTUL latest overflow
- have fun
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Doesn't have client support
- can be added but I didn't
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How To Add Menus?
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How Do I Add Menus In Menus?
you can also just do convert( a1 ) as the title -
How Do I Add Option?
- Option Types
- Creating a toggle
- <toggle> bool( self.toggle ), bool is just true and false
inside the function you need update_toggle( bool( self.toggle ) ) to update the toggle
- <toggle> bool( self.toggle ), bool is just true and false
- Creating a shader
- <shader> will be the shader, example "white", this could be anything.
- <input_a> is the hud element - you can probably just undefined this
- <input_b> is the color for the shader
- <input_c> is the width of the shader
- <input_d> is the height of the shader
- Creating a slider
- <array> this will be what the array gets placed in
this can be a strtok( "", ";" ) or array( "", "" )
you can also store an array in the init() level.testing = array( "a", "b", "c" );
and place level.testing the the <array> location in the self slider(); - useful slider junk
- self.menu.slider[ menu ][ "slider" ][ cursor ];
example: beans = self.menu.slider[ menu ][ "slider" ][ cursor ];
if( beans = <Text A> ) do text a - self.menu.slider_cursor[ menu + "_cursor" ][ cursor ];
same as before but you can use the cursor index to increment values
- self.menu.slider[ menu ][ "slider" ][ cursor ];
- <array> this will be what the array gets placed in
- Option Types
if you ever worked with the aio structure the code will be very similar except one was bullied by me. I haven't seen a menu base that uses toggle shaders that is publicly available so do enjoy. If you make any improvements, please share and don't look at the update_scroller().
If you're just using it for mods, the explanation on how to add menus and option types is good enough for you.
If you're editing, self.menu.cursor[ self.menu.current_menu ] or cursor = get_cursor() will be your friend same as menu = get_menu();
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file needs to go here > c:\users\ <YOU> \appdata\local\plutonium\storage\t6\scripts\zm
https://www.mediafire.com/file/20vpd6hgjc8dxw2/aio_pluto_t6.gsc/file -
Credits <- these the goons that originally worked with the aio, hopefully didn't miss anyone
extinct
xtul
mikey
shark
loz
xepixtvx
sygnus
youviolateme
PPS the menu isn't good the curse is now yours
have a cute snake picture from my collection
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JuiceTrailer62 Important, when I was cleaning some of the stuff up, I forgot to add update text back into the overflow fix. This will cause overflow issues. I would fix it myself but that wouldn't make the menu very shitty. FIX :
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JuiceTrailer62 how do i get itno the menu?>??
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GrimZz0 Oh in to it? Maybe I should have added instructions, Its ads + knife to open, knife to close and go back a sub menu, and action slot 3 ~ 5 to use sliders