Talk:Making a Re-Patch/@comment-31081547-20131007173700/@comment-5173028-20131007195537

you have to be able to understand what the code is telling you. Here I'll break it down for you.

we display a sprite of ilias and we have some silence from both ilias and the music (lines 425-430)

Then we get a lightning bolt (sound effect), the screen shakes and it turns a shade of red (hexadecimal code #CC0000) as well as some narration (Lines: 431-437)

Then we see something we are not familiar with. A string variable ($end_go) takes the string value of sean0001a

then we head to goto bad end 2

---

Here we stop the music if we haven't already, turn the screen black, etc. etc. all in preparation for the game over.

This specific bad end label gives you a numbe variable (%end_n) and gives you the number 0.

then we go to the next part bad end b

--

at the top of badend_b you see that IF the number variable (%end_n) equals 0 we display certain text sprites and window images (specifically 2, Retry and Title) We also make these buttons (Retry is sprite 564 and we give it a button value of 554, Title is sprite 560 and we give it a button value of 560)

then we ignore all these other IF statements because none of them are in the range that would equal 0 as we have it.

We then throw in some commands to accept buttons and put their value into %bwait (Line 182278)

If they clicked on 554 (Retry) we clear alot of the information used here with the sprites, and then go to the next section.

-

we mov a variable called continue to 1. Now again IF the number variable (%end_n) is less than 2 (1, 0, or negative numbers) we are going to (without quotation marks)

goto "*[whatever $end_go is]

we saw right before we went into badend2 that the $end_go = "sean0001a"

so we are going to

goto *sean0001a

simple as that. You have to read every single bit of information given to you and keep it in mind.