Difference between revisions of "0x0024"

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(Dialog Types)
(Using the Instruction Wizard)
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==Using the Instruction Wizard==
 
==Using the Instruction Wizard==
[[Image:DialogInstructionWizard.JPG|frame|Dialog Instruction Wizard]]
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[[Image:DialogInstructionWizard.JPG|frame|left|Dialog Instruction Wizard]]
 
This wizard allows you to choose the type of dialog you want (see the table below) and then configure various things about that dialog depending on the type you chose. Things that do not apply to your chosen dialog type, are hidden on the wizard, so do not worry if it doesn't look exactly like the picture. For many of the dialog types, the main things to be chosen are the strings used for Title, Message and buttons. These strings are taken from Text List (STR#) resource 0x0000012D (see [[STR#STR.23|String Resources]] for all the different Text List usages). The wizard allows you to pick the string from a pop-up window, so you don't have to remember that line 0x00 in the text list is "01" in the operands field, line 0x01 is "02", and so on. Another useful reference is [[Sims 2 String Substitutions|String Substitutions]] which are very handy when popping up a text notification, or indeed any dialog.
 
This wizard allows you to choose the type of dialog you want (see the table below) and then configure various things about that dialog depending on the type you chose. Things that do not apply to your chosen dialog type, are hidden on the wizard, so do not worry if it doesn't look exactly like the picture. For many of the dialog types, the main things to be chosen are the strings used for Title, Message and buttons. These strings are taken from Text List (STR#) resource 0x0000012D (see [[STR#STR.23|String Resources]] for all the different Text List usages). The wizard allows you to pick the string from a pop-up window, so you don't have to remember that line 0x00 in the text list is "01" in the operands field, line 0x01 is "02", and so on. Another useful reference is [[Sims 2 String Substitutions|String Substitutions]] which are very handy when popping up a text notification, or indeed any dialog.
  

Revision as of 22:39, 1 November 2010

Dialog
OpCode:0x0024
Game Version:The Sims 2


Overview

This primitive is used to display informations like "The car pool will arrive in one hour" and / or to display messages to which the player can reply by clicking on buttons like "Yes", "No" and "Cancel".

Using the Instruction Wizard

Dialog Instruction Wizard

This wizard allows you to choose the type of dialog you want (see the table below) and then configure various things about that dialog depending on the type you chose. Things that do not apply to your chosen dialog type, are hidden on the wizard, so do not worry if it doesn't look exactly like the picture. For many of the dialog types, the main things to be chosen are the strings used for Title, Message and buttons. These strings are taken from Text List (STR#) resource 0x0000012D (see String Resources for all the different Text List usages). The wizard allows you to pick the string from a pop-up window, so you don't have to remember that line 0x00 in the text list is "01" in the operands field, line 0x01 is "02", and so on. Another useful reference is String Substitutions which are very handy when popping up a text notification, or indeed any dialog.


Dialog Types

Num Dialog Type EP Notes & Picture
00 Message Basegame.gif Display a dialog with a message and yes button
01 yes-no message Basegame.gif Display a dialog with a message, a yes button and a no button. Return true on yes and false on no.
02 yes-no-cancel message Basegame.gif Display a dialog with a yes, no and cancel button. If yes is chosen, returns true. If no is chosen, returns false and sets temp to 0. If cancel is chosen, returns false, and set temp to 1.
03 text entry Basegame.gif Display a dialog with an OK button and a space for the user to type in a name. The next call to "make a new character" will use the typed name as the name of the new character.
04 tutorial Display a tutorial dialog, with only an OK button.
05 Phone Book - Services Display the phone book dialog for services - uses private string table 147 to get service choices in. Returns index selected in array0 at position 0.
06 Phone Book - Invite Basegame.gif

NL-ep2.gif
Example Phone Book Dialog
Display the phone book dialog for calling one sim over. Returns neighbor ID of invitee in array0 at position 0.
The main title of the phone book can be configured (NL onwards, i.e Node Version 0x01), as can the string in the top pane - using %s to substitute the name of the Sim currently selected in the lower portion of the Dialog. This dialog expects to be called with the Stack Object's array number 0 filled in with Neighbor IDs to display in the dialog. It returns the selected Neighbor ID in position 0 of this array.
07 Phone Book - Party Display the phone book dialog for having a party. Returns neighbors invited in array0.
08 Text Notification Text Notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1
09 Stop Text Notification Stops Text Notification by passing in unique ID in specified temp
0A Text Notification Modify Modify existing text notification and reset timer
0B Magazine Rack
Example Magazine Rack Dialog
Put up Magazine rack dialog - pass in objects IDs of magazine to be selected via array 0, and return same array with non -1 entries for magazines selected.
This dialog doesn't have any configurable strings, however, it is already very generic, so that's not really an issue. It expects to be called with the Stack Object's array number 0 filled in with the IDs of objects to be displayed.
0C Jewelry Rack Put up Jewelry rack dialog - pass in objects IDs of jewelry to be selected via array 0, and return same array with non -1 entries for magazines selected.
0D VideoGame Rack Put up Video Game rack dialog - pass in objects IDs of video Games to be selected via array 0, and return same array with non -1 entries for magazines selected.
0E Food Rack Put up Food selection dialog - pass in 4 variables in consecutive vars indexed by Local Var Index edith field. Return new value via temp 0
0F Special Phone Services
10 Clothing Purchase
11 Clothing Selection
12 Tutorial Task
13 List Selection
14 Clothing Try On
15 Vanity Table
16 TutorialNext
17 Baby Name
18 Set Aspiration
19 TutorialNext Modal
1A Set Major
1B Resurrectonomitron
1C Text Notification Append
1D Move Grave To Lot
1E Visit Neighbourhood Or Lot
1F Dating Services
20 Manage Groups
21 Phone Groups
22 Set Turn On/Off's
23 Customize Your Craftable
24 Sims Available for Hire
25 Choose a Lot to Purchase
26 Choose a Lot to Transfer Ownership
27 Choose Owned Lot - Generic
28 Set Price
29 Dress Employee
2A Food Rack
2B VideoGame Rack (Unused)
2C Jewelry Rack (Unused)
2D Magazine Rack
2E Clothing Rack
2F Manage Business
30 Set Wage
31 Suggest an Outfit
32 Offer Job
33 Restaurant Menu
34 Service Phone Book (GUIDs)
35 Choose an Image to Paint
36 Buy Collar
37 Give Up Pet For Adoption
38 Adopt a Pet
39 Game Tip
3A Make A Pet
3B Change Pet Appearance
3C Change Breed
3D Register Breed
3E Purchase Contained Pet
3F Fridge Storage
40 Give Gift
41 Juicer Stocking
42 Grab Leftovers
43 unknown
44 Visit Neighborhood Or Lot
45 unknown
46 Transportation Picker
47 unknown
48 unknown
49 unknown
4A unknown
4B unknown
4C unknown
4D unknown
4E unknown
4F unknown
50 unknown
51 unknown
52 unknown
53 Novel Writing FT-ep7.gif
Example Novel Writing Dialog
This Free Time EP introduced dialog doesn't have any configurable strings. It will always have the title "Novel Writing" and the subtitles for the two main functions of the dialog - choosing the cover and choosing the plot lines. Given the very specific purpose of this dialog however this is not really a problem.
No specific input is required to call this dialog, but upon return the chosen cover and plot lines are returned in temporary variables as follows:-
Temp:n Contents
0-4 Plot Icon 1-5
5 Cover Art
54 Novel Customization FT-ep7.gif
Example Novel Customisation Dialog
This Free Time EP introduced dialog can have title string configured, but unfortunately not the text that you overtype in the title and description panes.
Before calling this dialog, the object to be customized should be stored in the Stack Object variable. You can provide this dialog with a "Message" string as well as a "Title" string. The message string is post-pended to whatever the user types into the book title pane. For novels this is used to append "by author" but of course you could use it for anything.
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