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These checks are always done inside a repeating loop that also updates the game, so that the user can hesitate and still operate the game without fear that the game will have "moved on" and started doing something else.
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There are hundreds of examples of how to check for an input in the scripts.
Press during the title screen to delete all save data. In battle, hold while opening the Fight menu to force the Mega Evolution option to appear (ignoring whether you have already performed a Mega Evolution this battle, and ignoring whether you have a Mega Ring item). You can run from trainer battles this way, and will be given the choice of whether to treat it as a win or loss for the player. In battle, hold when choosing "Run" to ensure fleeing is successful. In battle, hold at the start of throwing a Poké Ball to ensure that it will capture the Pokémon. In battle, hold after a move's animation plays to force its additional effect to occur (if it has one). #Pokemon emulator controls mac crack#
In a mining game, hold while breaking the wall to prevent the crack from getting longer. When using Fly, hold to allow flying to a location that hasn't been visited yet. In the overworld, hold while using the Poké Radar to be able to use it regardless of its battery level. In the overworld, hold to skip trainer battles and prevent wild encounters from occurring. In the overworld, hold while moving to move over any tile. Hold while starting the game in Debug mode to force the game to recompile plugin scripts and PBS files. Hold when closing an error message to copy that message to the computer's clipboard. Various Debug mode functionality including: Open the Debug menu while in the overworld. The picture is saved in the same place as the save file. In the naming screen, changes the character tab. In the Pokémon storage screen, quickly moves the cursor to the box name.
In battle, chooses the "Shift" action in the Fight menu (if available).In the overworld, opens the Ready menu to use a registered item or a move usable outside of battle.Quickly moves the cursor down one "page" in a list of commands (or as far as possible).
In the Purify Chamber, changes to a different set. In the Pokémon storage screen, changes to a different storage box. Quickly moves the cursor up one "page" in a list of commands (or as far as possible). quickly move the cursor to a particular spot). Some minor navigation functions in certain screens (e.g. In certain tile puzzle games, rotates the selected tile. In a mining game, changes the tool used. In a game of Voltorb Flip, toggles marking mode. In the Pokémon storage screen, toggles quick-movement mode (lets you pick up/swap/place Pokémon quickly). In the Bag screen, allows moving the selected item. In the summary screens, plays the Pokémon's cry. In the party screen, starts to switch the selected Pokémon with another one, or cancels switching if a first Pokémon is already selected for switching. In a Pokédex entry screen, plays the cry of the displayed species. In the Pokédex, opens the search feature. In battle, toggles the option to perform a Mega Evolution (if available). Only if the player has the Running Shoes. While walking/running in the overworld, hold to move at a different speed (running or walking, the opposite of the Default Movement speed). Opens the Pause menu while in the overworld. The following table lists all the inputs available in Essentials, along with a description of what each one does and what the default keys are for each of them. The choice of which keys should produce which inputs is left to the player, who can rebind their keys to the inputs at any point by pressing F1. There is a limited number of possible inputs, listed below.
This distinction allows scripts to ignore which of the dozens of keys the player is pressing, and just concern themselves with what the player wants the game to do. Inputs are usually seen in the scripts, with names like Input::USE and Input::DOWN.
An input, also known as a button, is an abstracted way of determining what the player tells the game to do.
Pressing F1 at any point produces a menu that allows you to change which keys will be converted into which inputs. The game will convert a pressed key into an input.
A key is the key you press on the keyboard. There is a distinction between the terms "key" and "input": This page describes the keyboard controls used in Pokémon Essentials. The in-game help screen showing the basic controls.