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 Advanced Dialogue Boxes in Project Ironfist

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DarkAtom
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Messages : 9
Quality Points : 1
Registration Date : 2018-02-27

PostSubject: Advanced Dialogue Boxes in Project Ironfist   2018-07-03, 04:32

I wasn't able to find this information on the wiki, so I tried a lot of scripts (regarding the dialogue boxes) myself, and this is what I found:

The command described in the wiki is actually provided by the AdvMessageBox.lua module. But the actual command, without the module, is explained here:

Syntax:
AdvancedMessageBox(text, dialogtype, position1, position2, img1type, img1arg, img2type, img2arg, ???, ???)

text: A string or a variable that contains a string to be displayed
dialogtype: An integer (will be explained below)
position1 and position2: integers, but I still didn't fully discover them; for now, put -1 for both of them to get a centered window
imgtype and imgarg: The image parameters will be explained below.
???: As for the last 2 ??? parameters, I never found a use for them, maybe they were meant to be the arguments for a 3rd picture? (although I have never seen a 3 picture dialogue in the game). Just to be safe, leave these 2 set to -1 and 0, respectively.

Dialogue types:

  • 0 or anything below 0: A window with no buttons, can't get rid of it
  • 1: A window with an OK button
  • 2: A window with Yes/No buttons
  • 3: A window with a Cancel button
  • 4: A window with no buttons, can get rid of it by clicking anywhere (this is probably for right-clicks)
  • 5: Same as 1
  • 6: Same as 3
  • 7: A window with 2 'Learn' buttons (like in the level-up screen)
  • 8: A window with a 'Learn' button on the left and nothing on the right
  • 9 and above: Same as 0


Image types:

  • -1: No image
  • 0: Wood
  • 1: Mercury
  • 2: Ore
  • 3: Sulfur
  • 4: Crystal
  • 5: Gems
  • 6: Gold
  • 7: Artifact
  • 8: Spell
  • 9: Player color
  • 10: Good Luck
  • 11: Bad Luck
  • 12: Good Morale
  • 13: Bad Morale
  • 14: Experience
  • 15: Hero Portrait
  • 16: Not used (if you use it, game will freeze/crash)
  • 17: Secondary Skill
  • 18: Creature
  • 19-24: Same as -1
  • 25: Primary Skill
  • 26+: Same as 16


Image subtypes (the number in the list represents the type for which the subtype applies)

  • -1: Put 0 to be safe
  • 0: Quantity (if you put 0 it will not show any number)
  • 1: Quantity (if you put 0 it will not show any number)
  • 2: Quantity (if you put 0 it will not show any number)
  • 3: Quantity (if you put 0 it will not show any number)
  • 4: Quantity (if you put 0 it will not show any number)
  • 5: Quantity (if you put 0 it will not show any number)
  • 6: Quantity (if you put 0 it will not show any number)
  • 7: Which artifact (count them in the order shown in the wiki starting from 0)
  • 8: Which spell (count them in the order shown in the wiki starting from 0)
  • 9: Which color (blue-0, green-1, red-2, yellow-3, orange-4, purple-5)
  • 10: Doesn't matter
  • 11: Doesn't matter
  • 12: Doesn't matter
  • 13: Doesn't matter
  • 14: Quantity (works with negatives as well)
  • 15: Which portrait (start from 0, it's the same order as when you scroll through them in the editor)**
  • 16: As I said above, game crashes, so don't use it
  • 17: Which skill (look at the asterisk below)
  • 18: Which creature (take their ID from \data\creatures.xml)
  • 19-24: Put 0 to be safe
  • 25: 0-3 (Attack, Defense, Spell Power, Knowledge) (100-103 displays a +1 skill)
  • 26+: Don't use it


*count the skills in the order from the wiki starting from 0 and stop at the one desired. Then multiply by 3 to get the basic picture. Add 1 for advanced, or 2 for expert  Smile
**for hero portraits: to display town captains, use 90-95 (knight, barbarian, sorceress, warlock, wizard, necromancer)

One more thing I have to mention: If you choose image type resource (0-6), you can set the subtype as negative and it will show the qty/day thing like from the mines. So if I set it to -6, for example, the message will show 6/day.
UPDATE: If you want to show negative values (like when taking resources), put the subtype -x-100000, where x is the value. So -100050 would show -50. If you put exactly -100000, it shows 100k/day, not -0.

I hope this was helpful, but it is still not complete, as I still have to see what does the function return for each dialogue type Very Happy
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Darmani
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Messages : 185
Quality Points : 37
Registration Date : 2014-12-27

PostSubject: Re: Advanced Dialogue Boxes in Project Ironfist   2018-09-04, 18:19

Woah; this is awesome. Nice work! Thanks for the reminder that we need to finish our project to document this.
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