'End' will finish the script, and allow the player to move/run/battle pokemon again after the script is over. But, what does 'End' do? Well, when you see something like 'End', you can probably guess that it signals that the script is going to 'end'. 'Release' will 'release' the player from 'lock', to allow the player to move again. So, how will you fix this? Yes, 'Release' is the opposite of 'Lock'. After the script is over, you will not be able to move, because you are still 'locked'. 'Release' and 'End' are the last two lines to describe. There are many types of messages used in the game (sign, yes no questions, etc.). After you use a 'message' command, you have to classify the 'type' of 'message' you want to use. Only the person reading the script can see the comments, and the comments will not be seen in the game). This is very handy to use, especially if your script contains a lot of lines. (Tip: If you use the double slash '//', you will be able to insert comments into the script. When you see green text, it means that is just for the scripter to see, and will not be seen in the game. Now, you may be wondering what the lines in green are (' I'm a cow\nMoo.) Other than a single quote, you'll notice that the text is exactly the same as the '#org All that is happening is that the single quote is defining what the is. Make sure the spelling, case, number, letter, symbols, EVERYTHING is exactly the same for the offset value or else you will be defining the value of an offset that doesn't exist in your script, and also not classifying what the offset is that you are using in the script. At the bottom of the script, you clarify what is, which are the 2 lines listed above in red. In the 'message' line, all you stated was to make a 'message box' with the values of However, you never specified what is. If you go to the very last line of text in the script, you see a line Now, remember when I told you to make sure when you determine the offset's value, you want to spell the 2 offsets EXACTLY THE SAME? Now I will go in more depth. As you can guess, 'Msgbox' (you can also write 'message', which is what I prefer and will use) will tell the game to open a 'message box'. ' is the 'message' you see in the game when you talk to an NPC. With this command, the person you are talking to in the game will always 'face' you. 'Faceplayer' is just as straightforward as it sounds: make the NPC FACE the PLAYER when talking. To prevent any character from moving, 'Lock' will 'lock' the characters involved in an event (talking in this case), to prevent them from moving. In the game, neither the player nor the NPC being talked to ever 'moves' while a dialogue box is showing. 'Lock' and 'Faceplayer' require less explanation, so I will merge the 2 commands in one paragraph. Just make sure to be sure that when you are defining an offset (which we will discuss later), it is EXACTLY the same spelling (I don't know about case sensitivity, but make identical offsets case sensitive to be safe) as the definition of the offset ( I'll explain more about this later). You can use '#org is what I use a lot), '#org #org etc. In your version of the script, '#org' will define a specific offset for the script to use. This offset number is the offset number of your script. Now, this offset is also unique in it's own way. The next line you see is '#org What could this mean? Well, it's also an offset number. It could pick '54E2AC', and becomes '#org 0x54E2AC' in the compiled version of our script. To avoid this problem, the offset number '0x740000' will find an offset number not used in the game.įor example: if the offset 54E2AC is not used in the game, when you compile (explain this a bit later) the script, '0x740000' would find a non-used offset number. However, what happens if you accidentally use an offset number that was already used in the game? You would replace that original script with your new script, and that could cause problems later on. Normally, you could use any random combination of 6 hex numbers and letters. What this line does is create a new 'offset' for the game to use.īut, what about the '0x740000'? The '0x' will tell the script that we are entering a hex value, allowing the script to function. 'Offsets' are a combination of 6 numbers and hex letters in the game. The game uses 'offsets' to classify the script. Now, what could this mean? In pokemon games, there are hundreds, thousands, millions, billions (maybe not that much) scripts the game uses. The first line you see is '#dyn 0x740000'. Let us explore the meaning of those command lines. Now, remember the generated 'Person Talking' script (go back to the picture if you do not).
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