Difference between revisions of "MessageBox Tutorial"
→In which I try to convince you to use an activator: Rewrite 2
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imported>Haama (→In which I try to convince you to use an activator: Rewrite 2) |
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==Creating Your New Menu==
===In which I try to convince you to use an activator===
This is still being discussed. Feel free to join and share your thoughts and opinions on the Discussion page.
There are 4 mediums you could use for the script: Quest, Activator, Token, and Spell. Each has their own advantages and disadvantages, but it's suggested you use an activator:▼
▲There are 4 mediums you could use for the script: Quest, Activator,
* Activators can keep persistent variables that other scripts can use (unlike tokens and spells)
** Quest variables can be reset by using 'StartQuest' when the quest is already running (and there are reports of quests requiring resetting if a variable is added in a mod's update).
* There's a clear beginning to it ([[OnActivate]], unlike quests)
* It's easy and fast to start (harder for a quest)
* Tokens can randomly cause CTDs when removed (unless you wait for 5 frames first, and may cause [[Category:Tidbits#Tokens_lead_to_crashes.3F|other problems]] upon removal)
*
** Spells will only run in GameMode
** There will always be time inbetween menus, in which the spell's duration will decrease. Giving the spell a long duration can work, but is not a guarantee for multi-layered menus.
Disadvantages of an activator:
* They need to be [[Loaded]], or moved to the player's cell, to use effectively
**
* They can run even when not around the player (though only for a single frame, but enough to cause problems)
** This requires a bit of extra coding, to prevent them from doing something unexpected
===What you'll need===
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