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Pokemon Gba Scripting Tutorial

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Pokemon Gba Scripting Tutorial
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 1 = All the more for me! boxset 6 release end

checkflag 0x200 : used to check to see if we've done this script already.
The ONLY way to store this value so that it won't be forgotten when you restart the game is by using the command setflag.

Note:
There are aproximately 6000

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