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Pokemon Gba Scripting Tutorial

By:   •  Research Paper  •  504 Words  •  January 4, 2010  •  920 Views

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Getting Started

#ORG $StartScript

Lock

Faceplayer

#ORG : beginning of a script

Lock : Locks down the character you activate in the game so that they won't move around while the script is running.

Faceplayer : makes them turn to face the player.

GotCookie : What is highlighted in blue is a Variable name. You can use any word you want for a variable name but there can't be any puntuation in it.

Displaying a message

#ORG $ShowText

Lock

Faceplayer

message $NoCookie

$NoCookie 1 = I'm not made of cookies!lYou only get one.

boxset 6

release

end

l : To write next line chacters.

n : To write end of line characters.

p : To write next page characters.

Release : The opposite of the lock command.

End : Finishes the script.

Boxsets

Boxset 6: displayes a normal textbox.

(used in Displaying a messsage)

Boxset 5: displays a "Yes/No" dialog so the user can select one.

The way messagebox works is by placing you're response into a location in memory referred to as LASTRESULT. To find out what this is we need to use a compare statement first.

compare LASTRESUILT B_TRUE

if B_False goto $DontGet

B_True: Refers to Yes

B_False: Refers to No

Note:

B_TRUE can also be written as 1 or 0x1

Receiving Items

#org $Startscript

Lock

Faceplayer

checkflag 0x200

if B_TRUE goto $GotCookie

message $AskMe

$AskMe 1 = Would you like a Lava Cookie?

boxset 5

compare LASTRESUILT B_TRUE

if B_False goto $DontGet

giveitem 0x26 1

setflag 0x200

Release

end

#ORG $GotCookie

Lock

Faceplayer

message $NoCookie

$NoCookie 1 = I'm not made of cookies!lYou only get one.

boxset 6

release

end

#ORG $DontGet

Lock

Faceplayer

message $AllMine

$AllMine

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