Difference between revisions of "Talk:MessageBox Tutorial"

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1,111 bytes added ,  23:18, 25 August 2007
Reason to use Magic Effect Script with Multiple Menus
imported>ShadowDancer
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imported>ShadowDancer
(Reason to use Magic Effect Script with Multiple Menus)
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:::--[[User:Haama|Haama]] 15:27, 25 August 2007 (EDT)
:::--[[User:Haama|Haama]] 15:27, 25 August 2007 (EDT)
:::I, too, can understand your reluctance. And I agree that you are right about the effects of GameMode in a MessageBox script. However, if you are writing something that needs a menu and is a magic-type effect, I don't see an issue with using a Magic Effect script. Unless someone is totally indecisive, they should be able to navigate a few menus to get to the choice they want within a few seconds, so a 30 second Duration should be sufficient in most cases and it can simplify the scripting. My thinking on using Magic Effect scripts is that if you have a spell that you want to do something, there is no reason to include activators if they aren't needed. Raziel23x's script is the perfect example if you wanted to make a spell that could reset values on the Accomplishments tab of the Stats Menu. I'm not sure why you would want to do it, but he did, so I helped him with the menus. The issue it brings up, however, is that the existing MessageBox Tutorial didn't cover this information in a usable format for spells without reworking.
:::--[[User:ShadowDancer|ShadowDancer]] 00:18, 26 August 2007 (EDT)


::::I can live with however you want to do this section. After some sleep and thinking more about it, if I were writing a script myself, I would probably introduce a variable controlled section using ''Choice'' to introduce an effect shader at the choice of the menu item, probably create a timer to allow for the full shader effect, end the effect shader, and then use [[Dispel]] to dispel the script which would make the ScriptEffectFinish section redundant, but that doesn't really fit into what this tutorial is concerned about other than if you used a spell script. If you dispel the script, you can adjust up the timer on the spell and could switch back and forth between menus all you wanted up to the time limit for the spell (30 seconds should be more than enough time for anyone unless its a huge number of menus). As for the ScriptEffectFinish, I am not exactly sure what you are trying to do with the ''Player.Cast Spell''?
::::I can live with however you want to do this section. After some sleep and thinking more about it, if I were writing a script myself, I would probably introduce a variable controlled section using ''Choice'' to introduce an effect shader at the choice of the menu item, probably create a timer to allow for the full shader effect, end the effect shader, and then use [[Dispel]] to dispel the script which would make the ScriptEffectFinish section redundant, but that doesn't really fit into what this tutorial is concerned about other than if you used a spell script. If you dispel the script, you can adjust up the timer on the spell and could switch back and forth between menus all you wanted up to the time limit for the spell (30 seconds should be more than enough time for anyone unless its a huge number of menus). As for the ScriptEffectFinish, I am not exactly sure what you are trying to do with the ''Player.Cast Spell''?
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