Difference between revisions of "User:Niaht/Notes"
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===[[:Category:Functions|Functions]]=== | ===[[:Category:Functions|Functions]]=== | ||
[[MessageBox]]: To display multiple message boxes in succession you must create a state | [[MessageBox]]: To display multiple message boxes in succession you must create a state machine, and check GetButtonPressed in between each messagebox call until you get a value larger than -1. Otherwise the second messagebox will override the first and kill the script. | ||
Quirkyness can result, such as having a message box up with no mouse cursor. Use console mode to get a mouse cursor and clear the message box. | |||
===[[:Category:Variables|Variables]]=== | ===[[:Category:Variables|Variables]]=== |
Revision as of 03:17, 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...
Scripting
Functions
MessageBox: To display multiple message boxes in succession you must create a state machine, and check GetButtonPressed in between each messagebox call until you get a value larger than -1. Otherwise the second messagebox will override the first and kill the script.
Quirkyness can result, such as having a message box up with no mouse cursor. Use console mode to get a mouse cursor and clear the message box.
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)