Difference between revisions of "MessageBox Tutorial"

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90 bytes added ,  13:06, 24 August 2007
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imported>ShadowDancer
(Example spell script added to MessageBox tutorial)
imported>ShadowDancer
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*It can run every frame (harder for a quest)
*It can run every frame (harder for a quest)
*The variables can be global (harder for a [[Unplayable Items|token]])
*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)
*And it's simply easier to manage than a spell (if a spell is really possible at all, I haven't seen one yet) [[MessageBox Tutorial#Multiple Menus in a Spell Script|Multiple Menus in a Spell Script]]
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.
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.


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