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Old May 1st, 2012, 11:53 AM
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Spherical Ice
 
Join Date: Nov 2007
Location: UK
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Code:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x825
if 0x1 goto @runshoes
msgbox @msg 0x6
applymovement 0x04 @move
applymovement 0xFF @move1
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @msg1 0x6
applymovement 0x04 @move4
waitmovement 0x0
release
end

#org @runshoes
msgbox @msg2 0x6
fanfare 0x13E
preparemsg @msg3
waitmsg
waitfanfare
msgbox @msg4 0x6
setflag 0x82F
release
end

#org @msg
= Hold up!

#org @msg1
= You don't have this towns\nbadge!\lIt could be difficult ahead\lwithout that badge!\pYou should probably visit\lthe gym!

#org @msg2
= Oh! I see you have the\nRainbow Badge!\pHere, take these, they could\lbe useful during your\ljourney!

#org @msg3
= [player] recieved the Running Shoes!\p[player] put on the Running Shoes.

#org @msg4
= Think of these as my gift\nto you for beating Erika.

#org @move
#raw 0xC
#raw 0xFE

#org @move1
#raw 0xE
#raw 0xFE

#org @move2
#raw 0x2
#raw 0xFE

#org @move3
#raw 0x3
#raw 0xFE

#org @move4
#raw 0x9
#raw 0x0
#raw 0xFE
Okay, I've made some amendments to your script.

Firstly, DON'T put random numbers for the offset. Just use #dynamic 0x800000. When you compile your script, XSE will automatically find and insert the script at an offset with enough free space; you literally only have to copy and paste the first offset it gives you and put it in Advance Map.

After using the applymovement command, you need to use waitmovement 0x0; it makes your script run smoother.

I changed the "obtain running shoes" part a little for professionalism's sake, but what you had would've worked.

Movement #orgs always need #raw 0xFE at the end to notify the end of that set of movements.

Now, your script is probably freezing because of the settings in Advance Map. Click on the Script tile and set the first Unknown to $03, and the Var number to $4050. Save the map; after you've done all that it should work.
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