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  #476    
Old February 19th, 2009, 08:04 PM
Gamer2020's Avatar
Gamer2020
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Hello people. I'm having trouble with a script. Im using the latest xse and am hacking ruby.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1002
if 0x1 call @uncle
checkflag 0x1000
if 0x1 call @bro
msgbox @johto 0x5
compare LASTRESULT 0x1
if 0x1 goto @Yes
msgbox @No 0x2
release
end


#org @uncle
msgbox @text1 0x2
release
end

#org @bro
msgbox @text2 0x2
release
end

#org @yes
msgbox @ok 0x2
warp 0x23 0x0 0xFF 0x0A 0x09
release
end

#org @text1
= You need to talk to your uncle!

#org @text2
= Your brother was looking for you!

#org @johto
= Shall we go to JOHTO?

#org @ok
= Let's set sail!

#org @no
= Let me know when you would like to\nset sail then...



Ok so the problem...

I want it to say the stuff at text1 if the flag is not set. Regardless of whether the checkflag thing isnt set that comes after. Right now it just goes straight to text2 even though it should go to text one. Idk if im making my self clear... (as always)
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If you want a successor to PGE then download this: http://www.pokecommunity.com/showthread.php?t=311461

If someone can create a Pokémon colosseum remake with graphics and scripting that are very appealing to my eyes I will help them with implementing actual shadow Pokémon.
  #477    
Old February 19th, 2009, 11:24 PM
Novus's Avatar
Novus
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Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Well, you should also always include a 'release', even if there is no lock, especially if nothing happens. (A checkflag does not really count) Try adding a release after the checkflag.
(But of course, here is a fabulous tip... Try adding a 'goto @TEXT' after the checkflag (Text can be anything) and then make it be;
#org @TEXT
release
end

Then just write down that pointer after you compile and use that whenever you need to simply 'end' a script, it will be a great time saver.)

~0A



You forgot to add a 'done' section silly!
There are no sections that have,
#org @done
as there starter lines!
Another bit of information, this is not PokeScript anymore, Movements can be written on one line!
Also, you are going to want to update your copy of XSE, because XSE does not use 'boxset' anymore.
NOW it uses

message @talk 6

See, boxset, is now a part of 'message'!
So just add the #org @done section, including all of hte script you are going to need, and update XSE, and then fix that boxset, and this script will work fine!



Wel, you might want to update your XSE and look at the newest guide then huh? It comes with a section on trainer battles and all of it's glory!
Just get hte newest XSE, open it up, and press the F2 button!

~~0A
OMG, now I just feel like an idiot, I can believe I didn't see that. Thanks OA.
  #478    
Old February 20th, 2009, 01:54 AM
Spookyghost
Beginning Trainer
 
Join Date: Jan 2009
Thanks for the help Pokemon Jupiter! But I have another problem.

Code:
#org $start
lock
faceplayer
checkflag 0x828
if b_true goto $done
message $1
boxset 6
release
end

#org $done
message $2
boxset 6
applymovement 0x06 $move
pausemove0x0
release
end

#org $move
#raw 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x60

#org $1
$1 1 = \v\h01! Are you leaving today?\nHave you talked to your father?\pI think you should.

#org $2
$2 1 =Oh, I see you have a pokemon now.\nI guess you can leave.

This is the new script. I've changed the movement, because it was moving the hero rather than the NPC. Now the corect person moves, they do it exactly right. Do their steps, go offscreen and then hide. But the Hero is now locked and you cannot move anywhere. D;
  #479    
Old February 20th, 2009, 02:29 AM
Pokepal17's Avatar
Pokepal17
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Guys this is urgent!!

Game: Fire Red BPRE
Script Type: Level Script
Level Script Type: 5 - on entering map/on menu close

Script

Spoiler:

#dynamic 0x700000

#org @start
writebytetooffset 0x78 0x2020648
writebytetooffset 0x28 0x2020649
writebytetooffset 0x3A 0x202064A
writebytetooffset 0x08 0x202064B
end


It turns the player into an overworld and I need it to be type 5 because I need the player to remain as that overworld when the menu is closed. However the script doesn't turn the player into an different overworld.

Please help. Thanks in advance.
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  #480    
Old February 20th, 2009, 03:24 AM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by Gamer2020 View Post
Hello people. I'm having trouble with a script. Im using the latest xse and am hacking ruby.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1002
if 0x1 call @uncle
checkflag 0x1000
if 0x1 call @bro
msgbox @johto 0x5
compare LASTRESULT 0x1
if 0x1 goto @Yes
msgbox @No 0x2
release
end


#org @uncle
msgbox @text1 0x2
release
end

#org @bro
msgbox @text2 0x2
release
end

#org @yes
msgbox @ok 0x2
warp 0x23 0x0 0xFF 0x0A 0x09
release
end

#org @text1
= You need to talk to your uncle!

#org @text2
= Your brother was looking for you!

#org @johto
= Shall we go to JOHTO?

#org @ok
= Let's set sail!

#org @no
= Let me know when you would like to\nset sail then...



Ok so the problem...

I want it to say the stuff at text1 if the flag is not set. Regardless of whether the checkflag thing isnt set that comes after. Right now it just goes straight to text2 even though it should go to text one. Idk if im making my self clear... (as always)
Try changing lines 5 and 7 to
if 0x0 call @-----

(----- is the offset you wrote up there, in these cases, line 5 would be @uncle and line 7 would be @bro )
The problem is, that you are checking if it IS set, and if it is then go to @uncle.

What you are saying you WANT is to see if it is NOT set, and if it is NOT then call @uncle...
0x0 = NOT set
0x1 = YES set
get it?
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  #481    
Old February 20th, 2009, 05:14 AM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 20
Gender:
Nature: Timid
Quote:
Originally Posted by Pokepal17 View Post
Guys this is urgent!!

Game: Fire Red BPRE
Script Type: Level Script
Level Script Type: 5 - on entering map/on menu close

Script

Spoiler:

#dynamic 0x700000

#org @start
writebytetooffset 0x78 0x2020648
writebytetooffset 0x28 0x2020649
writebytetooffset 0x3A 0x202064A
writebytetooffset 0x08 0x202064B
end


It turns the player into an overworld and I need it to be type 5 because I need the player to remain as that overworld when the menu is closed. However the script doesn't turn the player into an different overworld.

Please help. Thanks in advance.
I think you have to use type 2... others types often don't work (or I don't know how they work)
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  #482    
Old February 20th, 2009, 05:15 AM
Spookyghost
Beginning Trainer
 
Join Date: Jan 2009
Quote:
Originally Posted by Spookyghost View Post
Thanks for the help Pokemon Jupiter! But I have another problem.

Code:
#org $start
lock
faceplayer
checkflag 0x828
if b_true goto $done
message $1
boxset 6
release
end

#org $done
message $2
boxset 6
applymovement 0x06 $move
pausemove0x0
release
end

#org $move
#raw 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x60

#org $1
$1 1 = \v\h01! Are you leaving today?\nHave you talked to your father?\pI think you should.

#org $2
$2 1 =Oh, I see you have a pokemon now.\nI guess you can leave.
This is the new script. I've changed the movement, because it was moving the hero rather than the NPC. Now the corect person moves, they do it exactly right. Do their steps, go offscreen and then hide. But the Hero is now locked and you cannot move anywhere. D;

Can no one help?
Basically after the NPC does their moves you are stuck. It doesn't let you move anymore.
  #483    
Old February 20th, 2009, 09:11 AM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by Spookyghost View Post
Can no one help?
Basically after the NPC does their moves you are stuck. It doesn't let you move anymore.
Even though, I don't use PokeScript... I can tell you this... you need to add movement 0xFE at the end of all your movements hon'!

The script wont work without it!
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Quote:
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I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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  #484    
Old February 20th, 2009, 11:01 AM
Spookyghost
Beginning Trainer
 
Join Date: Jan 2009
lol oops. xD

Thanks.


tooshortdon'tknowwhatelsetoputhere.
  #485    
Old February 20th, 2009, 03:00 PM
daigonite's Avatar
daigonite
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Quote:
Originally Posted by Pokepal17 View Post
Guys this is urgent!!

Game: Fire Red BPRE
Script Type: Level Script
Level Script Type: 5 - on entering map/on menu close

Script

Spoiler:

#dynamic 0x700000

#org @start
writebytetooffset 0x78 0x2020648
writebytetooffset 0x28 0x2020649
writebytetooffset 0x3A 0x202064A
writebytetooffset 0x08 0x202064B
end


It turns the player into an overworld and I need it to be type 5 because I need the player to remain as that overworld when the menu is closed. However the script doesn't turn the player into an different overworld.

Please help. Thanks in advance.
Ugh, I've had a similar problem with pallattes. What you might want to do is if this is a one off event, have a hidden sprite right where the script activates, applymovement to your sprite that hides your sprite at the same time while you have an applymovement to show the hidden sprite. I've done this a few times in my hack to show burnt hands, for example. But...

It looks like you want free control of this new sprite. If you mean walk around with that overworld freely, you might have to do some reprogramming =O
__________________
  #486    
Old February 20th, 2009, 04:07 PM
darkmewham2's Avatar
darkmewham2
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Is there any way to make a script that changes the over world sprite permanently?
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  #487    
Old February 20th, 2009, 04:28 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Quote:
Originally Posted by darkmewham2 View Post
Is there any way to make a script that changes the over world sprite permanently?
Well, you could go about this 2 ways... ASM, and Level scripts...
Just insert a level script into every level... or, go talk to HackMew, he made a great ASM script...
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Quote:
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M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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  #488    
Old February 20th, 2009, 04:57 PM
TB Pro's Avatar
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Old-timer
 
Join Date: Nov 2004
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Age: 19
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Okay here we go again. I fixed up that script I posted earlier, but now the warps fail. the warp is
Code:
warp 0x1 0x2D 0x0 0x06 0x0A
and the map is
Code:
1 43
. When the script gets to this part, it just goes black like a warp screen, but it stays that way. Anybody have some advice to offer?
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  #489    
Old February 20th, 2009, 04:59 PM
daigonite's Avatar
daigonite
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Is the map working overall? Sometimes I have map errors. Ugh, I hate those.
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Last edited by daigonite; February 20th, 2009 at 05:23 PM. Reason: Whoops, thought I was in the "Simple Quesitons" topic XD
  #490    
Old February 20th, 2009, 05:43 PM
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Quote:
Originally Posted by Pokemon Jupiter Version View Post
Is the map working overall? Sometimes I have map errors. Ugh, I hate those.
Well, I can't even get into the damn thing. :/ Maybe the map bank is screwed or something.
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  #491    
Old February 20th, 2009, 06:00 PM
daigonite's Avatar
daigonite
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Well, looks like you'll have to reinsert your Map somewhere else. This happens to me a lot, so I have to do it a lot as well. I had to move about 30 maps in bank 24 (decimal) because for some reason, they'd refuse to work.

That's more of a map issue then. EDIT: Just noticed Gamer2020's post. Seems like he's right. The FF is imperative. Gosh, I'm missing such little thing (whacks self on head)
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Last edited by daigonite; February 20th, 2009 at 06:30 PM.
  #492    
Old February 20th, 2009, 06:26 PM
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Gamer2020
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Quote:
Originally Posted by iPro. View Post
Okay here we go again. I fixed up that script I posted earlier, but now the warps fail. the warp is
Code:
warp 0x1 0x2D 0x0 0x06 0x0A
and the map is
Code:
1 43
. When the script gets to this part, it just goes black like a warp screen, but it stays that way. Anybody have some advice to offer?
0x1 0x2D 0xFF 0x06 0x0A Try that instead. I was having the same problem...
__________________
I find it amusing how people my steal ideas and then claim to be the first one to do something.

A present to people learning to make ROM hacking tools. - https://dl.dropboxusercontent.com/u/..._Functions.zip

If you want a successor to PGE then download this: http://www.pokecommunity.com/showthread.php?t=311461

If someone can create a Pokémon colosseum remake with graphics and scripting that are very appealing to my eyes I will help them with implementing actual shadow Pokémon.
  #493    
Old February 20th, 2009, 07:09 PM
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Quote:
Originally Posted by Gamer2020 View Post
0x1 0x2D 0xFF 0x06 0x0A Try that instead. I was having the same problem...
That wouldn't work because there is no way for an event to be FF. Anyways, I found out that my maps keep corrupting, and saying "Cannot read bytes beyond end of file" and all that ********. I'm not sure what to do. I don't know if there's any way to fix that, or not.
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  #494    
Old February 20th, 2009, 07:28 PM
daigonite's Avatar
daigonite
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Quote:
Originally Posted by iPro. View Post
That wouldn't work because there is no way for an event to be FF. Anyways, I found out that my maps keep corrupting, and saying "Cannot read bytes beyond end of file" and all that ********. I'm not sure what to do. I don't know if there's any way to fix that, or not.
0xFF = last exit. It's typically used in "falling", "diving" or any other warps in the map scripts.

For the second part, try turning "Automatically Find Offsets" off. Ever since I did that, the error message stopped appearing. It's a bit redundant to see the free space finder popping up all the time, but it saves your rom. Also, make sure you actually have space in your header before stuffing it with dozens of maps XD. Advancemap can help you repoint it somewhere else.

@Knightmawk
I'd reccommend you getting some of those spelling errors fixed. "Journey" and "Good Luck" are the ones that need to be fixed. Another thing to point out is that almost NONE of your pointers line up so I can't see what's fully going on. I'll give it a shot.

First, I noticed that your checkflag is just left hanging. You need a if then statement right after that. Second, doesn't Giveegg have some more paramaters? Third, your preparemsgbox is hanging (unless its the same as XSE's msgbox2). Fourth, why are you setting a variable? Is there a true need for that? You should just have a flag, silly. If you have a good reason why (such as a script tile) then that's okay then. Fifth, you want to have preparemsgbox BEFORE the fanfare, because it won't line up properly with the fanfare if it's in the middle. Sixth, your preparemsgbox leads to another script, not actual text =O
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Last edited by daigonite; February 20th, 2009 at 07:42 PM.
  #495    
Old February 20th, 2009, 09:43 PM
Gamer2020's Avatar
Gamer2020
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Quote:
Originally Posted by iPro. View Post
That wouldn't work because there is no way for an event to be FF. Anyways, I found out that my maps keep corrupting, and saying "Cannot read bytes beyond end of file" and all that ********. I'm not sure what to do. I don't know if there's any way to fix that, or not.
its a warp right? put the FF cause it works for me.

warp 0x1 0x2D 0xFF 0x06 0x0A

warp [bank] [map] [warp to a specific position] [x coordinate] [y coordinate]

at least that's my understanding
__________________
I find it amusing how people my steal ideas and then claim to be the first one to do something.

A present to people learning to make ROM hacking tools. - https://dl.dropboxusercontent.com/u/..._Functions.zip

If you want a successor to PGE then download this: http://www.pokecommunity.com/showthread.php?t=311461

If someone can create a Pokémon colosseum remake with graphics and scripting that are very appealing to my eyes I will help them with implementing actual shadow Pokémon.
  #496    
Old February 21st, 2009, 03:09 AM
HackMew's Avatar
HackMew
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Quote:
Originally Posted by Gamer2020 View Post
its a warp right? put the FF cause it works for me.

warp 0x1 0x2D 0xFF 0x06 0x0A

warp [bank] [map] [warp to a specific position] [x coordinate] [y coordinate]

at least that's my understanding
No, it doesn't work exactly like that.
The standard warp command has 5 parameters. The first two are always the same, bank and map. Then we have the exit #, which is the number of the warp you want to use, unless it's 0xFF. The 4th and 5th parameters are the x/y coordinates. They're used only when the exit is 0xFF, and in any other cases they won't work and they should be set both to 0x0.


Quote:
Originally Posted by knightmawk View Post
Spoiler:
#org 0x1688BA
countpokemon
compare 0x800D 0x6
if 0x1 goto 0x816891F
setflag 0x2DA
giveegg 0x206
textcolor 0x3
fanfare 0x101
preparemsg 0x818A91F
waitfanfare
waitmsg
call 0x81A6675
goto 0x81688E3
#org 0x16891F
setflag 0x2DB
msgbox 0x818A940 0x4
release
end
#org 0x1A6675
copyvar 0x8012 0x8013
return
#org 0x18A80D
= Youve defeated the fighters, impressive.
#org 0x18A88F
= Ah, hmm[.]\nI see, I see[.]
#org 0x18A9C0
= I received that EGG while I was\ntraveling.\pI'm glad I met someone like you.
#org 0x18A8A6
= Oh, impressive.\nYou train your POKéMON well.\pI think you can be entrusted with\nthis.\pPlease, I'd like you to have this.

#org 0x18A91F
= [player] received an EGG\nfrom the man!
#org 0x18A940
= [.]Unfortunately, you don't have\nspace for this in your party.\pYou'd better come back for it\nanother time.


this is the script redone, with a little bit of a background formed from a give egg script that is already in the game. So basicly what I am saying is, this one isnt working to well either. Basicly here is the problem I am having, I cant activate it, I go to talk to the person attached to the script and nothing happens. I might be missing some start parrameters in wich case I will be rather mad because that seems so simple. Oh and by the way, this is an XSE script, thought that would help anyone trying to review this
The script is pretty screwed up...
BTW, you seem to be missing some parts anyway, because most messages weren't used at all.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1001
if 0x1 goto @alreadygot
countpokemon
compare 0x800D 0x6
if 0x1 goto @noroom
setflag 0x1001
giveegg 0x206
textcolor 0x3
fanfare 0x101
preparemsg 0x818A91F
waitfanfare
waitmsg
end

#org @noroom
msgbox 0x818A940 0x4
release
end

#org @alreadygot
release
end

#org 0x18A91F
= [player] received an EGG\nfrom the man!
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  #497    
Old February 21st, 2009, 03:32 AM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
Location: Steeltown
Age: 19
Gender: Male
Nature: Modest
Quote:
Originally Posted by Pokemon Jupiter Version View Post
Ugh, I've had a similar problem with pallattes. What you might want to do is if this is a one off event, have a hidden sprite right where the script activates, applymovement to your sprite that hides your sprite at the same time while you have an applymovement to show the hidden sprite. I've done this a few times in my hack to show burnt hands, for example. But...

It looks like you want free control of this new sprite. If you mean walk around with that overworld freely, you might have to do some reprogramming =O
Well I need free control. It's for a minigame. I have one other resort to moving the player off screen, and moving the camera to onto the OW I want to turn into and giving it a movement setting of copy the player's movements. That would give an illusion of control but I'll stick to what I've got. After all who's gonna open the menu screen during an item hunt?
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  #498    
Old February 21st, 2009, 04:53 AM
daigonite's Avatar
daigonite
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Nature: Impish
Maybe you could program a little callasm that disables the menu?...

But I've only been working with THUMB for literally 3 days, so I won't be much help. I think you could program a map script with a callasm that checks the button pressed, and instead of opening the menu, it would just display a textbox that says "The menu cannot be used at this time" or something like that. The button press information is at 0x4000130, and it should display a 0x03F7 if the start button is being pressed.
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  #499    
Old February 21st, 2009, 05:28 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by Pokemon Jupiter Version View Post
Maybe you could program a little callasm that disables the menu?...

But I've only been working with THUMB for literally 3 days, so I won't be much help. I think you could program a map script with a callasm that checks the button pressed, and instead of opening the menu, it would just display a textbox that says "The menu cannot be used at this time" or something like that. The button press information is at 0x4000130, and it should display a 0x03F7 if the start button is being pressed.
Why disabling the menu when you can just prevent the player getting back to normal?
Anyway, this is getting a bit too off-topic, so it would be better to continue in the Simple Questions thread eventually.
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  #500    
Old February 21st, 2009, 07:02 AM
Novus's Avatar
Novus
The English Kiwi
 
Join Date: Feb 2009
Location: Dorset, England
Age: 21
Gender: Male
Nature: Calm
Okay, I've got this applymovement script I made where you're mum says hey, you turn around and sh walks up to you and says some stuff and then walks away. After a few trys I got everything to work fine but you're mum starts talking before she gets to you. What do I need to put in so she won't start talking until she gets to you?
Here's my scipt:

Spoiler:

#dynamic 0x

#org @start
checkflag 0x200
if 0x0 goto @move
if 0x1 goto @done
end

#org @move
lock
msgbox @hey
boxset 6
applymovement 0xFF @hero
applymovement 0x01 @mum
msgbox @talk
boxset 6
applymovement 0x01 @mum2
waitmovement 0x0
release
end

#org @done
release
end

#org @hey
= Hey!

#org @hero
#raw 0x01 0xFE

#org @mum
#raw 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x12 0x00 0xFE

#org @talk
= (talking)

#org @mum2
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0xFE
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