Difference between revisions of "Talk:MessageBox Tutorial"
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imported>ShadowDancer (added more) |
imported>Haama (Response) |
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--[[User:ShadowDancer|ShadowDancer]] 14:11, 24 August 2007 (EDT) | --[[User:ShadowDancer|ShadowDancer]] 14:11, 24 August 2007 (EDT) | ||
:Just the one problem, and it only comes up if you have the activator do more than move back to the starting cell when everything ends (Choosing == 0). I've used all of this in my mods, so I know that every part works (barring typos, if there are any). I know it's complex, but that's what makes it bulletproof and expandable. | |||
:More general - I (well, I wouldn't mind help) keep putting aside rewriting this, because, well, I do have to rewrite it (different flow, examples, etc.). Until then, while I very reluctantly agree that the different versions of the script need to be done (spell, quest, token), I think it would be easier to keep them in an external link, with an explanation of the difference between the activator and spell version, as the flow is supposed to work towards one all-purpose script. | |||
:Let me know what you think about that setup (I'll help anyway I can) | |||
:Why didn't I add in those examples - I had purposely avoided quests, spells, and tokens. There's nothing they can do that an activator can't, and activators are simply superior - quest variables can be reset (StartQuest on an already running quest will reset the variables, and I've heard that adding new variables requires resetting the quest, though that's unverified and there are other possible explanations), tokens can't keep persistent variables, and spells are simply a pain (duration, etc.). The cost - having to move the activator around. It's a bit moot anyway, as people keep asking for the different versions. | |||
:--[[User:Haama|Haama]] 16:47, 24 August 2007 (EDT) |