Difference between revisions of "MessageBox Tutorial"
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Added reason for moving activator, renamed Multiple Menu section
imported>Haama (Removed signatures) |
imported>Haama (Added reason for moving activator, renamed Multiple Menu section) |
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*The variables can be global (harder for a [[Unplayable Items|token]])
*And it's simply easier to manage than a spell (if a spell is really possible at all, I haven't seen one yet)
The only disadvantage is that activators need to be in the same cell as the player (loaded in memory) to run, so you will have to remember to add a few lines to move the activator to the player when starting and away when finished. Of course, with some work, quests and tokens can be made to do the same, but I don't find them quite as easy to set up.
==Moving Between Multiple Menus
Not only will the above code work, but it makes multiple menus easy to do. Remember that each menu has two parts: the display of the menu and catching the player's decision. So, each menu can be broken into two numbers, a negative number ('''''-1''''' in the example above) and a positive number ('''''1''''' in the example above). Use different numbers for each menu, and whenever you want to move to a new menu, use <u>'''''set Choosing to -#'''''</u>. Here's several examples of menu switching: (also, please note that due to wiki limitations, the messageboxes below have been given line breaks, whereas in the CS they wouldn't have one)
<pre>Short Choosing
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