Anyway, the first just puts a message up on the screen.
void run(int m){
Screen->Message(m);
}
}
This is good if you want to show a message, but don't want a "guy" in the room, and are sick of the "poof" noise. Now, my next script is much more useful.
void run(int m){
if (Screen->NumNPCs() > 0);
Screen->Message(m);
}
}
Do you remember in some older Zelda games, (Link's Awakening in particular) when the boss of every dungeon would say something before the battle begins? Well that's what this does. What it actually does though, is it displays a message if there are any enemies on the screen. If you're using a custom boss (and it was made the "old-fashioned way") and there aren't actually any enemies on the screen, then you just have to use the first script.
Now, I know for a fact that the first one compiles and works, and that the second one compiles. I just haven't tested it yet. But I'm sure it works fine. Oh, by the way, the D0 variable for both scripts is the string number. Have fun