Difference between revisions of "Talk:MessageBox Tutorial"
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imported>ShadowDancer (REALLY weird) |
imported>ShadowDancer (forgot to add info) |
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:::--[[User:ShadowDancer|ShadowDancer]] 15:26, 28 August 2007 (EDT) | :::--[[User:ShadowDancer|ShadowDancer]] 15:26, 28 August 2007 (EDT) | ||
::::OK, this result is <u>really</u> weird. A MessageBox in a ScriptEffectUpdate before a GameMode block will stop the GameMode block from running <u>at all</u> with a zero duration. If the GameMode block is first, it will run <u>once</u> with a zero duration and the spell will go through its full routine (with three passes through the ScriptEffectUpdate block). Once a non-zero duration is included, the GameMode count will be 1 less than the ScriptEffectUpdate count. | ::::OK, this result is <u>really</u> weird. A MessageBox in a ScriptEffectUpdate before a GameMode block will stop the GameMode block from running <u>at all</u> with a zero duration (ScriptEffectUpdate still cycles 3 times though). If the GameMode block is first, it will run <u>once</u> with a zero duration and the spell will go through its full routine (with three passes through the ScriptEffectUpdate block). Once a non-zero duration is included, the GameMode count will be 1 less than the ScriptEffectUpdate count. | ||
::::If the GameMode block has the MessageBox (no MessageBox in the ScriptEffectUpdate block), it will cycle once, while the spell goes through the full spell at zero duration (including 3 ScriptEffectUpdate cycles). If there is a non-zero duration to the spell, the GameMode count will still be 1 less than the ScriptEffectUpdate count with the same script. Moving the GameMode block to before or after the ScriptEffectUpdate block has no effect in this case (zero or non-zero duration). | ::::If the GameMode block has the MessageBox (no MessageBox in the ScriptEffectUpdate block), it will cycle once, while the spell goes through the full spell at zero duration (including 3 ScriptEffectUpdate cycles). If there is a non-zero duration to the spell, the GameMode count will still be 1 less than the ScriptEffectUpdate count with the same script. Moving the GameMode block to before or after the ScriptEffectUpdate block has no effect in this case (zero or non-zero duration). |