Difference between revisions of "0x0024"
MogHughson (Talk | contribs) (→Dialog Types) |
MogHughson (Talk | contribs) (→Dialog Types) |
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|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.'' | |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.'' | ||
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− | |06||Phone Book - Invite||[[Image:Basegame.gif]]<br><br>[[Image:NL-ep2.gif]]||[[Image:PhoneBookAnnotated.JPG|thumb|Example Phone Book Dialog]]''Display the phone book dialog for calling one sim over. Returns neighbor ID of invitee in array0 at position 0.''<br>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 [[Sims 2 Variables#Stack Object|Stack Object's]] [[0x0076|array]] number 0 filled in with [[Sims 2 Neighbor ID|Neighbor IDs]] to display in the dialog. It returns the selected [[Sims | + | |06||Phone Book - Invite||[[Image:Basegame.gif]]<br><br>[[Image:NL-ep2.gif]]||[[Image:PhoneBookAnnotated.JPG|thumb|Example Phone Book Dialog]]''Display the phone book dialog for calling one sim over. Returns neighbor ID of invitee in array0 at position 0.''<br>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 [[Sims 2 Variables#Stack Object|Stack Object's]] [[0x0076|array]] number 0 filled in with [[Sims 2 Neighbor ID|Neighbor IDs]] to display in the dialog. It returns the selected [[Sims 2 Neighbor ID|Neighbor ID]] in position 0 of this array. |
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|07||Phone Book - Party||||''Display the phone book dialog for having a party. Returns neighbors invited in array0.'' | |07||Phone Book - Party||||''Display the phone book dialog for having a party. Returns neighbors invited in array0.'' |
Revision as of 17:23, 11 September 2010
Dialog | ||
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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
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 | ||||||
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00 | Message | Display a dialog with a message and yes button | |||||||
01 | yes-no message | 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 | 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 | 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 | 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 | 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 | 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:-
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54 | Novel Customization | 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. |