Difference between revisions of "Talk:MessageBox Tutorial"

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I also Found a way of doing this Since I figures out what I was doing wrong with the script Sorrow [[User:ShadowDancer|ShadowDancer]] I went a totally Different rout with my script because after i finished compiling the script in notepad++ and went to copy and paste a test script into the CS I had to break my script up into units but still having them function as if they are one script when in actuality if you open up the plug-in in the construction set you will see that it is actually 36 separate scripts
I also Found a way of doing this Since I figures out what I was doing wrong with the script Sorrow [[User:ShadowDancer|ShadowDancer]] I went a totally Different rout with my script because after i finished compiling the script in notepad++ and went to copy and paste a test script into the CS I had to break my script up into units but still having them function as if they are one script when in actuality if you open up the plug-in in the construction set you will see that it is actually 36 separate scripts
all linked with a main script that uses the Multi '''messagebox''' using the step system. Me and [[User:Kyoma|Kyoma]] over on the ES official Forums been playing around with different Ideas to do this as well. He devised a way with using invisible activators while I came up with a spell with in a spell which when you make a choice inside the multi '''messagebox''' to call the functions I wish to change Example:
all linked with a main script that uses the Multi '''messagebox''' using the step system. Me and [[User:Kyoma|Kyoma]] over on the ES official Forums been playing around with different Ideas to do this as well. He devised a way with using invisible activators while I came up with a spell with in a spell which when you make a choice inside the multi '''messagebox''' to call the functions I wish to change Example:
You click Assaults and you will get a sub menu that will ask you what do you want to set on Assaults and it will cast a spell that will call a '''messagebox''' that give you 9 options being -1 -10 -100 All +1 +10 +100 back and Quit. Back will make it go back to the main prompt IE the main script again to allow you to main another choice on the listings. I hated that I had to go this rout but when you have a script that just doing one option like messing with the Assaults list with just scripting the choices and using the formulas of resetting them or adding and taken away plus calling the right scripts takes up just a little over 200 lines and that is just one part of 34 '''ModPCMiscStat''' plus two for fame and infamy which is 36 options all together and each option has 9 sub menus which has there own calls and checks which are in place to keep the user from breaking something for example if something goes negative it will not just got to say if you by mistake went to -1 the code will compile it and set you to '''-240000''' something So I placed safeguards to prevent this from happening in the first place and to warn the user of this and causing it to kill that function and go back to the choices menu allowing them to try again with one of the other options that might work.
You click Assaults and you will get a sub menu that will ask you what do you want to set on Assaults and it will cast a spell that will call a '''messagebox''' that give you 9 options being -1 -10 -100 All +1 +10 +100 back and Quit. Back will make it go back to the main prompt IE the main script again to allow you to main another choice on the listings. I hated that I had to go this rout but when you have a script that just doing one option like messing with the Assaults list with just scripting the choices and using the formulas of resetting them or adding and taken away plus calling the right scripts takes up just a little over 200 lines and that is just one part of 34 '''ModPCMiscStat''' plus two for fame and infamy which is 36 options all together and each option has 9 sub menus which has there own calls and checks which are in place to keep the user from breaking something for example if something goes negative it will not just got to say if you by mistake went to -1 the code will compile it and set you to '''-240000''' something So I placed safeguards to prevent this from happening in the first place and to warn the user of this and causing it to kill that function and go back to the choices menu allowing them to try again with one of the other options that might work.<br>
:--[[User:Raziel23x|Raziel23x]] 07:42, 26 August 2007 (EDT)
--[[User:Raziel23x|Raziel23x]] 07:42, 26 August 2007 (EDT)
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