Difference between revisions of "User:Niaht/Notes"
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So far everything here mostly refers to Quest Scripts. I'm in the process of creating some testing packages, and since I just want the scripts to run at start... | So far everything here mostly refers to Quest Scripts. I'm in the process of creating some testing packages, and since I just want the scripts to run at start... | ||
== Scripting == | ==[[Category:Scripting|Scripting]]== | ||
===Functions === | ===[[Category:Functions|Functions]]=== | ||
[[MessageBox]]: To display multiple message boxes in succession you must create a state engine, and check GetButtonPressed in between each call until the user does. Otherwise the second will override the first and so on. | [[MessageBox]]: To display multiple message boxes in succession you must create a state engine, and check GetButtonPressed in between each call until the user does. Otherwise the second will override the first and so on. | ||
Issue: My first message box still appears without the cursor, and the game is still in-play. | Issue: My first message box still appears without the cursor, and the game is still in-play. | ||
===[[:Category:Variables]]=== | ===[[:Category:Variables|Variables]]=== | ||
Variables can be declared outside and inside the scope of a Block (or event handler) (Begin [BlockName]). They can only be assigned a value (Set) inside a block. | Variables can be declared outside and inside the scope of a Block (or event handler) (Begin [BlockName]). They can only be assigned a value (Set) inside a block. | ||
Revision as of 02:10, 27 December 2007
So far everything here mostly refers to Quest Scripts. I'm in the process of creating some testing packages, and since I just want the scripts to run at start...
MessageBox: To display multiple message boxes in succession you must create a state engine, and check GetButtonPressed in between each call until the user does. Otherwise the second will override the first and so on.
Issue: My first message box still appears without the cursor, and the game is still in-play.
Variables
Variables can be declared outside and inside the scope of a Block (or event handler) (Begin [BlockName]). They can only be assigned a value (Set) inside a block.
What happens to them after that? If the block is run again, the variables will be re-set (not reset)?. If you wrap your Set in a conditional, do the variables retain their values after being set once? What happens when the game is restarted?
Quest
Blocks
Quest Functions
StopQuest - Modifies Player? (e.g. will set a variable in the savegame if saved)