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@@ -131,7 +131,9 @@ Determines the X/Y size of the object, 1 = 1 tile.
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### Rotation
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Determines which directional rotation your correct will stand at. 0-360.
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Determines which directional rotation your correct will stand at. 0 degrees is pointing down, 90 degrees is pointing left. See the below image for reference:
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### MoveLimit
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@@ -145,31 +147,64 @@ This usually determines if something is a trainer, must be 1 if so. Otherwise, l
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Determines how your object will stand/act. Up/down/left/right/moving/sitting down are all determined by this.
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| Code | Description | MoveParam0 | MoveParam1 | MoveParam2 |
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| - | - | - | - | - |
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| 0 | | | | |
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| 1 | Static | | | |
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| 2 | Look around | | | |
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| 3 | Move around | | | |
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| Code | Enum Name | Description | MoveParam0 | MoveParam1 | MoveParam2 |
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| - | - | - | - | - | - |
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| 0 | MV_DMY | | | | |
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| 1 | MV_PLAYER | Static | | | |
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| 2 | MV_DIR_RND | Look around | | | |
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| 3 | MV_RND | Move around | | | |
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| 4 | MV_RND_V | | | | |
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| 5 | MV_RND_H | | | | |
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| 6 | MV_RND_UL | | | | |
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| 7 | MV_RND_UR | | | | |
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| 8 | MV_RND_DL | | | | |
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| 9 | MV_RND_DR | | | | |
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| 10 | MV_RND_UDL | | | | |
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| 11 | MV_RND_UDR | | | | |
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| 12 | MV_RND_ULR | | | | |
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| 13 | MV_RND_DLR | | | | |
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| 14 | MV_UP | | | | |
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| 15 | MV_DOWN | | | | |
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| 16 | MV_LEFT | | | | |
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| 17 | MV_RIGHT | | | | |
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| 18 | MV_SPIN_L | | | | |
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| 19 | MV_SPIN_R | | | | |
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| 20 | MV_RT2 | | | | |
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| 21 | MV_RTURLD | | | | |
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| 22 | MV_RTRLDU | | | | |
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| 23 | MV_RTDURL | | | | |
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| 24 | MV_RTLDUR | | | | |
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| 25 | MV_RTULRD | | | | |
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| 26 | MV_RTLRDU | | | | |
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| 27 | MV_RTDULR | | | | |
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| 28 | MV_RTRDUL | | | | |
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| 29 | MV_RTLUDR | | | | |
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| 30 | MV_RTUDRL | | | | |
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| 31 | MV_RTRLUD | | | | |
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| 32 | MV_RTDRLU | | | | |
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| 33 | MV_RTRUDL | | | | |
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| 34 | MV_RTUDLR | | | | |
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| 35 | MV_RTLRUD | | | | |
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| 36 | MV_RTDLRU | | | | |
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| 37 | MV_RTUL | | | | |
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| 38 | MV_RTDR | | | | |
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| 39 | MV_RTLD | | | | |
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| 40 | MV_RTRU | | | | |
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| 41 | MV_RTUR | | | | |
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| 42 | MV_RTDL | | | | |
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| 43 | MV_RTLU | | | | |
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| 44 | MV_RTRD | | | | |
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| 45 | MV_RND_UD | | | | |
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| 46 | MV_RND_LR | | | | |
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| 47 | MV_SEED | | | | |
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| 48 | MV_PAIR | | | | |
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| 49 | MV_REWAR | | | | |
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| 50 | MV_TR_PAIR | | | | |
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| 51 | MV_HIDE_SNOW | | | | |
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| 52 | MV_HIDE_SAND | | | | |
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| 53 | MV_HIDE_GRND | | | | |
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| 54 | MV_HIDE_KUSA | | | | |
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| 55 | MV_CODE_MAX | | | | |
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### MoveParam0 MoveParam1 MoveParam2
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@@ -4,11 +4,9 @@ This guide is for the setup of z80Rotom's [ev-as scripting tool](https://github.
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## Setup
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1. Install your [preferred version of Python](https://www.python.org/downloads/)
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- I personally use 3.10, but anything that doesn't make ev-as scream at you is good enough.
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- While you're installing Python, make sure to click the option to add it to PATH.
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2. Install the latest release for [ev-as](https://github.com/z80rotom/ev-as/releases/latest)
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3. Install the [BDSP Repacker](https://github.com/Ai0796/BDSP-Repacker)
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1. Install the latest release for [ev-as](https://github.com/z80rotom/ev-as/releases/latest)
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2. Install the [BDSP Repacker](https://github.com/Ai0796/BDSP-Repacker)
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3. Dump either Brilliant Diamond or Shining Pearl based on [Ryubing's tutorials](https://docs.ryujinx.app/guides/dumping/game-content/)
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4. Find the `english` file that you'd like to use for this project which can be found at `romfs\Data\StreamingAssets\AssetAssistant\Message\english`.
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5. Follow the instructions for the BDSP Repacker to unpack your `english` file.
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6. Copy the entire `AssetFolder` into the same folder as the `ev.g4` file.
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@@ -28,6 +28,6 @@ Now what do we do? That's easy, you simply change the current `_EASY_OBJ_MSG` li
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`_MACRO_EASY_OBJ_MSG('dp_scenario1', '27-msg_c01_woman3_01', 'Spinda is the best Pokémon ever.')`
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Now all you need to do is save and compile your new script. I personally use `python3 src/ev_as.py` with my setup.
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Now all you need to do is save and compile your new script. Do this by Double-Clicking the `ev_parse.exe`.
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Once that completes (you may need to provide the dp_scenario1 message file in another folder). Simply take `bin\ev_script` and put it in your mod folder in `romfs\Data\StreamingAssets\AssetAssistant\Dpr`.
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