Menu Screens

Use menu screens to display information, use items, abilities and other management things.

Menu Screens #

Menu screens are used to create your in-game menus, e.g. the player’s inventory, changing equipment or the managing the group. They are set up in UI > Menu Screens.

Generally, menu screens are intended for use in the field (i.e. out of battle), but you can also use them in battles, e.g. calling them from battle menus or allowing to call them via their call key (see below).

Menu screens consist of different menu parts, each part handling a different task, e.g. the Ability part showing a combatant’s abilities.

General Settings #

The general settings handle default settings for all menu screens.

Menu Change Keys #

Optionally allow changing the active menu screen using input keys.

You can change between open menu screens that (individually) allow being changed to.

Default Backgrounds #

Menu screens can display background UIs. You can select the default backgrounds for all menu screens here.

The backgrounds are opened and closed with the menu screen, i.e. when switching between menus the closing menu will close it’s backgrounds, the opening menu will open it’s backgrounds.

Each menu screen can override the default background UI.

General Backgrounds #

General background UIs are displayed in all menu screens and can’t be overridden, only blocked.

Use a general background to have a background displayed in all menu screens without it closing between menus (e.g. when switching from an overview menu to the inventory).

Menu Screen Settings #

Define the basic settings of the menu screen. E.g. remember the last selections, block controls or pause notifications.

Menu screens can be used in two modes, controlled by the Single Screen setting:

  • Single Screen
    The menu screen can only be displayed on it’s own.
    Opening it will close any other open menu screen.
  • Multi Screen
    Allows the menu screen to be displayed with other menu screens (that are not using Single Screen).

Pause Settings #

Define if the game is paused while the menu screen is opened.

Additionally, you can pause the game time and use freeze pause, i.e. setting the Unity time scale to 0 – halting all time-based operations (e.g. animations, movement, etc.).

Call Screen Key #

Optionally use an input key to call the menu screen.

You can optionally use a requirement to allow using the call key, e.g. only allow calling an inventory menu via input key if the player’s inventory contains anything. Requirements are set up in Templates > Requirements.

Close Screen Key #

Optionally use an input key to close the menu screen.

You can always use the cancel input key to close a menu screen when you’re on the lowest tier of the menu (e.g. in an ability type box in an Ability menu part).

Close Screens (Opening/Closing) #

Define menu screens that should be closed when the menu screen is opened or closed. Optionally also closes all except the defined menu screens.

This is only available when not using Single Screen mode.

Combatant Settings #

Define who can be the user of this menu screen and if changing the user is allowed.

E.g. limit using a menu screen to alive battle group members.

You can use input keys to change between menu users. The default menu user is the player combatant (i.e. leader of the player group).

Menu Part Change Keys #

Optionally allow changing between menu parts using input keys.

This can be useful if you have multiple controllable menu parts in a menu screen, as otherwise you’d not be able to switch between them, unless you click/touch on the UI box of another part to focus it.

Background #

Optionally block the general backgrounds or override the default backgrounds defined in the general settings.

Schematics #

You can use schematics when opening or closing the menu screen.

The menu screen can wait for the schematics to finish before being considered opened or closed.

This can be used to add custom animations, screen effects and other things to menus.

Audio #

Optionally play audio clips when opening or closing the menu screen.

Menu screens can also change the playing music while being opened.

Sorting #

You can define different sorting options to manage how content is sorted.

Content can e.g. be sorted by name, ID or status value bonuses. There are many different sorting options available.

The sorting can be changed using an (optional) sorting input key. The sorting in the menu parts will be updated when changing the sorting.

Menu Parts #

Menu parts bring the actual content and functionality to a menu screen. They consist of one or more UI boxes displaying the defined content.

Add custom menu parts by deriving from the BaseMenuPart class.

Ability #

Displays abilities of a combatant.

The abilities can be separated by ability type – the types can be displayed in their own UI box, as tab buttons or merged together.

Abilities can include the combatant’s base attack, counter attack, class abilities, active abilities, passive abilities and temporary abilities.

The default action setting defines what happens when selecting an ability, e.g. use it or level it up.

Ability menu parts can also use a sub-menu to provide different functionality with the selected ability, e.g. assigning it to a shortcut slot, using it in a schematic or simply using it.

Learn more about abilities in this documentation.

AI Behaviour #

Displays the AI behaviours of a combatant.

The AI behaviour slots of a combatant are displayed, AI behaviours can be equipped on each slot.

The AI behaviours can be separated by AI type – the types can be displayed in their own UI box, as tab buttons or merged together.

Learn more about AI behaviours in this documentation.

AI Ruleset #

Displays the AI rulesets of a combatant.

The AI ruleset slots of a combatant are displayed, AI rulesets can be equipped on each slot.

The AI rulesets can be separated by AI type – the types can be displayed in their own UI box, as tab buttons or merged together.

Learn more about AI rulesets in this documentation.

Bestiary (Area) #

Displays bestiary entries separated by areas and area types.

The area types can be displayed in their own UI box, as tab buttons or merged together.

Displaying a bestiary entry can use HUDs as templates to add more detailed content information, e.g. using value bars.

Bestiary (Type) #

Displays bestiary entries separated by combatant types.

The combatant types can be displayed in their own UI box, as tab buttons or merged together.

Displaying a bestiary entry can use HUDs as templates to add more detailed content information, e.g. using value bars.

Button List #

Displays list of menu items which can call other menu screens, the save/load menu or exit to the start menu.

The button list part can be used to create overview menus.

The following buttons are available:

  • Close
    Closes this menu screen.
  • Exit Game
    Exits to the start menu or displays the ‘Exit Game Question’ (defined in ‘UI > UI Settings’).
  • Global Machine
    Calls a global machine.
  • Load
    Calls the load menu defined in the save game settings.
  • Menu Screen
    Calls a menu screen.
  • Save
    Calls the save menu defined in the save game settings.
  • Schematic
    Starts a schematic, using the menu user as Machine Object and Starting Object.

The individual buttons can use requirements and other conditions to determine if they’re displayed or active.

Combatant #

Displays status information of the currently active menu user or the user’s group (e.g. battle group, whole group, etc.).

Can use HUDs as templates to add more detailed content information, e.g. using value bars.

The Combatant menu part can optionally also be used as a combatant selection by a Button List menu part in the same menu screen to select the user of a menu screen that’ll be opened.

Crafting #

Displays know crafting recipes.

The recipes can be separated by crafting type – the types can be displayed in their own UI box, as tab buttons or merged together.

Individual crafting recipes can be displayed using the crafting recipe layout.

Learn more about crafting recipes in this documentation.

Crafting List #

Displays the items, equipment, currency and other things added to a combatant’s crafting list.

When using the crafting list for crafting, the first crafting recipe that matches the items added to the list will be used.

Either uses only known crafting recipes or checks all recipes and learns unknown recipes upon successful creation.

Learn more about crafting in this documentation.

Description #

Displays the description of selected inputs in other menu parts.

Equipment #

Displays the equipment of a combatant.

The equipment slots a combatant can access are displayed, equipment can be equipped at each equipment slot.

Equipment menu parts can also use a sub-menu to provide different functionality with the selected equipment, e.g. assigning it to a shortcut slot, using it in a schematic or simply equipping it.

Learn more about equipment in this documentation.

Group #

Displays the user’s group and allows changing members and other actions.

The following actions are available to use:

  • Change
    Change a member of the battle group.
  • Remove
    Removes a member of the battle group.
  • Screen
    Call a menu screen with a member of the battle group as user.
  • Back/Cancel
    Cancels out of the menu screen.
  • Schematic
    Starts a schematic using a selected member of the battle group.
  • Sort
    Changes the positions of members of the battle group.
  • Transfer
    Transfer members between the current group and a different player group (ID).
  • Change Reserve
    Changes a member of the battle reserve.
  • Remove Reserve
    Removes a member of the battle reserve.

Group Combatant #

Displays status information of the currently selected combatant of a Group menu part.

Can use HUDs as templates to add more detailed content information, e.g. using value bars.

Information #

Displays general information (via text codes), e.g. current game time, current area name, etc.

Can use HUDs as templates to add more detailed content information.

Inventory #

Displays the inventory of a combatant.

The content of the inventory can be separated by item types – the types can be displayed in their own UI box, as tab buttons or merged together.

The inventory can include currency, items, equipment, AI behaviours/rulesets and crafting recipes.

The default action setting defines what happens when selecting an item, e.g. use it or drop it.

Inventory menu parts can also use a sub-menu to provide different functionality with the selected item, e.g. assigning it to a shortcut slot, using it in a schematic or simply using it.

Learn more about the inventory system in this documentation.

Inventory Container (Slots) #

Displays the slot-based inventory containers of a combatant.

When using multiple inventory containers, you can select which inventory container will be displayed similar to item types in the Inventory menu part – displaying them in their own UI box or as tab buttons.

The default action setting defines what happens when selecting an item, e.g. use it or drop it.

Inventory container menu parts can also use a sub-menu to provide different functionality with the selected item, e.g. assigning it to a shortcut slot, using it in a schematic or simply using it.

Learn more about the inventory containers in this documentation.

Inventory Exchange #

Displays the two inventories of different sources (e.g. 2 combatants) to exchange or buy/sell content.

The content of the inventories can be separated by item types – the types can be displayed in their own UI box, as tab buttons or merged together.

Selecting an item will transfer it to the other inventory (if possible).

The inventory exchange can also be used by Item Collector components in Box mode and by shops instead of a shop layout.

Log #

Displays logs known by the player.

The logs can be separated by log type – the types can be displayed in their own UI box, as tab buttons or merged together.

Learn more about logs in this documentation.

Manager #

Allows changing the default actions or displayed types of other menu parts, shortcut slot assignments and other things.

Add manager items (similar to Button List menu part) for different actions:

  • Back
    Closes this menu screen (uses default Back button content).
  • Change Types
    Changes the available types of other menu parts in this menu screen.
  • Close
    Closes this menu screen.
  • Default Action
    Changes the default action of other menu parts in this menu screen.
  • Global Machine
    Calls a global machine using the menu user as Machine Object and Starting Object.
  • Schematic
    Starts a schematic, using the menu user as Machine Object and Starting Object.
  • Shortcut Slot
    Assigns an item or ability from another menu part in this menu screen to a shortcut slot (selection in that menu part).

Menu List #

Displays list of menu screens, allowing switching between them.

E.g. use this as a tab-header for menu switching.

Menu User #

Displays status information of the currently active menu user.

If the menu screen allows changing the user, displays the group or battle group (depending on the menu screen’s user change settings), optionally placing the current user at a fixed index or in the center of the displayed combatants.

Can use HUDs as templates to add more detailed content information, e.g. using value bars.

Options #

Displays list of game options.

You can add different options to an option menu:

  • Accept
    A button to accept the changes.
  • Cancel
    A button to cancel the changes.
  • Custom
    A custom option, changes variables or PlayerPrefs.
  • Global Volume
    Changes the global volume (0-1).
  • Music Volume
    Changes the music volume (0-1).
  • Mute Global Volume
    Mutes or unmutes the global volume.
  • Mute Music Volume
    Mutes or unmutes the music volume.
  • Mute Sound Volume
    Mutes or unmutes the sound volume.
  • Random Battle Chance
    Changes the chance for random battles. Used as percent of the chance defined in random battle areas (plus bonuses).
  • Sound Volume
    Changes the sound volume (0-1).
  • Text Speed
    Changes the speed of text typing in UI boxes.

Quest #

Displays quests added to the player’s quest list.

The quests can be separated by quest type – the types can be displayed in their own UI box, as tab buttons or merged together. Additionally you can filter quests by their state, e.g. only showing finished or active quests.

Individual quests can be displayed using the quest layout. Quests can be activated/deactivated.

Learn more about quests in this documentation.

Research #

Displays research trees known to the user.

The research trees can be separated by research type – the types can be displayed in their own UI box, as tab buttons or merged together.

You can filter the research items of a research tree by their state, e.g. only displaying researchable or completed research items.

Individual research items can be displayed in a detailed dialogue. Research can be started or stopped.

Learn more about research trees in this documentation.

Status Value Distribution #

Displays defined status values and allows distributing points.

The distribution points are defined by the menu part, e.g. using a defined value, Experience type status values or items.

Status Value Upgrade #

Displays a combatant’s status values and available upgrades.

The upgrades are based on the combatant’s status development and it’s available upgrades.

Learn more about status development in this documentation.

Teleport #

Displays available teleport locations.

The teleports can be separated by area type – the types can be displayed in their own UI box, as tab buttons or merged together.

Using a teleport will teleport the player to it’s defined scene and position. Optionally, you can disable using teleports, e.g. using the UI Box Schematics to use the teleport in a schematic, animating the teleportation (Input Accepted Schematic).

Learn more about teleports in this documentation.

Using Menu Screens #

Menu screens can be opened and used in different ways.

Menu Screens #

Menu screens can be opened by their call key (see above). Call keys are only available when the player control isn’t blocked.

Additionally, some menu screens can open others, e.g. Group or Button List menu part.

Item Collectors (Item Box) #

Item Collector components used in Box mode can use a menu screen with an Inventory Exchange menu part.

The default item box collection settings (Inventory > Inventory Settings) can also use a menu screen with an Inventory Exchange menu part.

Shops #

Shops can use a menu screen with an Inventory Exchange menu part instead of a shop layout.

Learn more about shops in this documentation.

Schematics #

Schematics can open (Call Menu Screen node) and close (Close Menu Screen node) menu screens.

Additionally, the Is Menu Open node can check if a menu screen is currently open.

Battle Menus #

Battle menus can call menu screens using the Menu Screen battle menu item.

HUDs #

HUD click actions can open menu screens – when it’s part of a combatant’s HUD, it can open the menu for that combatant.