Difference between revisions of "MessageBox Tutorial"
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→In which I try to convince you to use an activator: headers
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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, Tokens (Object scripts on items in the player's possession), and Spells (or Magic Effect scripts). Each has their own advantages and disadvantages, but it's suggested you use an activator
====Activator Advantages====
* 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 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.
====Activator Disadvantages
* They need to be [[Loaded]], or moved to the player's cell, to use effectively
** This requires extra coding, to keep them around the player, and move them back when finished
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