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  #7576    
Old January 22nd, 2013 (04:24 PM).
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'-----------------------
#org 0x800200
lock
faceplayer
msgbox 0x826D3BD '"Have fun [player]!\nYour mother wil..."
release
end


'---------
' Strings
'---------
#org 0x26D3BD
= Have fun [player]!\nYour mother will wait here at home.

This is a script that's been compiled I made.

Talking to the NPC does nothing.
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  #7577    
Old January 22nd, 2013 (04:35 PM).
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You need a callstd 0x__ (probably 4, maybe 6...I forget what each does) after the msgbox.

Or msgbox @whatever 0x__ if you have an updated version...(i think)
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  #7578    
Old January 22nd, 2013 (05:22 PM).
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I'm back again.

'-----------------------
#org 0x800300
checkflag 0x7
if 0x1 goto 0x8800338
lock
applymovement 0x1 0x880033B
callstd 0x6
msgbox 0x880033E '"Mum: Oh [player]!\n You're up!"
applymovement 0x1 0x880035C
waitmovement 0x0
msgbox 0x8800361 '"Mum: A letter came for you today.\n..."
applymovement 0x1 0x88004C2
release
end

'-----------------------
#org 0x800338
release
end


'-----------
' Movements
'-----------
#org 0x80033B
#raw 1 'Face Up

#org 0x80035C
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)

#org 0x8004C2
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)


'---------
' Strings
'---------
#org 0x80033E
= Mum: Oh [player]!\n You're up!

#org 0x800361
= Mum: A letter came for you today.\nHere I'll read it:\p''Dear [player],\nWe've recieved a Parcel for you from Maxi,\pplease make haste and collect it\nFrom, Worseth Town PO.\pMum: Hmmm, A parcel huh?\nGo ask Maxi, he might help ya!\pBut ... I guess this means, you'll\nbe leaving on a journey.\pHuh, me?\nOh don't worry, I'll be fine.\pGo have some fun.

just gives me this:

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Old January 22nd, 2013 (05:32 PM).
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I'm not sure if this will fix everything, but callstd should come after the msgbox.

EDIT: and make sure you have another callstd after the second msgbox.
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  #7580    
Old January 22nd, 2013 (05:36 PM).
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Making some form of progress doing that. :I
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  #7581    
Old January 22nd, 2013 (05:39 PM).
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Why are you using checkflag 0x7? Unless it's specifically set earlier, you'll want to use an otherwise unused flag.

http://www.pokecommunity.com/showpost.php?p=6829256&postcount=158

Here is a list of already used flags.

EDIT: Also, I believe you need a #Raw FE at the end of all your movements.
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  #7582    
Old January 22nd, 2013 (05:57 PM).
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It sort of work now.

She walks up to the player, talks then stops like planned.
But she does not walk back to her seat, and the script can happen again when re stepped on.

'-----------------------
#org 0x800300
checkflag 0x7
if 0x1 goto 0x8800338
applymovement 0x1 0x880033B
msgbox 0x880033E '"Mum: Oh [player]!\n You're up!"
callstd 0x6
applymovement 0x1 0x880035C
msgbox 0x8800361 '"Mum: A letter came for you today.\n..."
callstd 0x6
applymovement 0x1 0x88004C2
release
end

'-----------------------
#org 0x800338
release
end


'-----------
' Movements
'-----------
#org 0x80033B
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80035C
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x8004C2
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2 'Face Left
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80033E
= Mum: Oh [player]!\nYou're up!

#org 0x800361
= Mum: A letter came for you today.\nHere I'll read it:\p''Dear [player],\nWe've recieved a Parcel for you from\pMaxi, please make haste and collect it\nFrom, Worseth Town PO.\pMum: Hmmm, A parcel huh?\nGo ask Maxi, he might help ya!\pBut ... I guess this means, you'll\nbe leaving on a journey.\pHuh, me?\nOh don't worry, I'll be fine.\pGo have some fun.
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  #7583    
Old January 22nd, 2013 (06:02 PM).
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@Nintendork - In the movements, it points to 0x8004C2. However, you have the applymovement pointing to 0x88004C2 in the actual script. Remove the duplicate "8" up top.
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  #7584    
Old January 22nd, 2013 (06:03 PM). Edited January 22nd, 2013 by Noossab Blue.
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Assuming you're using a-map, for the script happening again and again, you'll want to set the var # of the script to something unused (like 7000, for ex.) then at the beginning of your script use "setvar 0x7000 0x1". This allows the script to happen only once.

I'm not sure about the movements yet...I'll keep working at it.

EDIT: When she walks up to you, does the message show? Knowing exactly when it stops working would be helpful.
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  #7585    
Old January 22nd, 2013 (06:09 PM).
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Quote originally posted by machomuu:
@Nintendork - In the movements, it points to 0x8004C2. However, you have the applymovement pointing to 0x88004C2 in the actual script. Remove the duplicate "8" up top.
It does that automatically when it compiles.

Quote originally posted by Noossab Blue:
Assuming you're using a-map, for the script happening again and again, you'll want to set the var # of the script to something unused (like 7000, for ex.) then at the beginning of your script use "setvar 0x7000 0x1". This allows the script to happen only once.

I'm not sure about the movements yet...I'll keep working at it.

EDIT: When she walks up to you, does the message show? Knowing exactly when it stops working would be helpful.
Did nothing ?

Spoiler:
'-----------------------
#org 0x800300
setvar 0x7000 0x1
checkflag 0x7
if 0x1 goto 0x8800338
applymovement 0x1 0x880033B
msgbox 0x880033E '"Mum: Oh [player]!\nYou're up!"
callstd 0x6
applymovement 0x1 0x880035C
msgbox 0x8800361 '"Mum: A letter came for you today.\n..."
callstd 0x6
applymovement 0x1 0x88004C2
release
end

'-----------------------
#org 0x800338
release
end


'-----------
' Movements
'-----------
#org 0x80033B
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80035C
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x8004C2
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2 'Face Left
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80033E
= Mum: Oh [player]!\nYou're up!

#org 0x800361
= Mum: A letter came for you today.\nHere I'll read it:\p''Dear [player],\nWe've recieved a Parcel for you from Maxi,\pplease make haste and collect it\nFrom, Worseth Town PO.\pMum: Hmmm, A parcel huh?\nGo ask Maxi, he might help ya!\pBut ... I guess this means, you'll\nbe leaving on a journey.\pHuh, me?\nOh don't worry, I'll be fine.\pGo have some fun.
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  #7586    
Old January 22nd, 2013 (06:13 PM).
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Really? Are you sure you set the var # and not the var value? If you did, and it's still not working, then idk.

On the movements, try adding waitmovement 0x0 after each? I'm really at the end of my knowledge now...

EDIT: also, it seems you're missing a lock at the beginning. IDK if that will help but since you release at the end it might be confusing it...
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  #7587    
Old January 22nd, 2013 (06:17 PM).
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What happens if I push it?....
 
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Quote originally posted by Noossab Blue:
Thanks Doesnt and karatekid.

But now I'm having one small problem...

I'm copying the original mart text verbatim, only changing the beginning offset and the offset of the mart items (and of course, the mart items themselves). But now, when I test the marts in-game, some of them work and others don't bring up the buy menu, seemingly at random...

Here's an example of one that works:

Code:
'-----------------------
#org 0x8022B2
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x81A6211 '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x88022DA
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x8022DA
#raw word 12C
#raw word 14D
#raw word 142
#raw word 148
#raw word 129
#raw word 147
#raw word 0


'---------
' Strings
'---------
#org 0x1A6211
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!
And here is one that doesn't:

Code:
'-----------------------
#org 0x802337
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x880236A '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x880235F
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x80235F
#raw word 124
#raw word 128
#raw word 130
#raw word 141
#raw word 0


'---------
' Strings
'---------
#org 0x80236A
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!

Whoa, that was weird!!! I compiled your script in XSE 1.0.0 and, just like you said, it didn't work. However, then I compiled it in XSE 1.1.1, making the small syntax changes it required, such as shifting the callstd to an inline command and changing waitmsgbox to waitmsg and..... It worked perfectly. All I did was change syntax, the exact same basic structure was there. I honestly don't get it. I'm going to look at the hex value differences and see what I can find.
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  #7588    
Old January 22nd, 2013 (06:21 PM).
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Quote originally posted by karatekid552:
Whoa, that was weird!!! I compiled your script in XSE 1.0.0 and, just like you said, it didn't work. However, then I compiled it in XSE 1.1.1, making the small syntax changes it required, such as shifting the callstd to an inline command and changing waitmsgbox to waitmsg and..... It worked perfectly. All I did was change syntax, the exact same basic structure was there. I honestly don't get it. I'm going to look at the hex value differences and see what I can find.
Well, if it works in 1.1.1, then I guess I should upgrade...thanks for checking into it. It totally baffled me!
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  #7589    
Old January 22nd, 2013 (06:22 PM).
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This is really odd now.
She moves after the 2nd Speech.
But moves left once. and then it freezes.
But nowhere in the script does it tell her to move left.
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Old January 22nd, 2013 (06:24 PM).
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Quote originally posted by Nintendork15:
It does that automatically when it compiles.
Sorry, I guess that shows how long it's been since I've scripted -.-
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Old January 22nd, 2013 (06:26 PM).
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What happens if I push it?....
 
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Quote originally posted by Noossab Blue:
Well, if it works in 1.1.1, then I guess I should upgrade...thanks for checking into it. It totally baffled me!
It still bafles me, after comparing the hex code, it was exactly the same! I don't get it. But yeah, once you get through the slightly different commands, it is very good. My favorite new feature is the pop up while your typeing to let you know what parameters go with each command. No more hitting F1 all the time!xD
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  #7592    
Old January 22nd, 2013 (06:30 PM).
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@nintendork- can you post the script again, please? That is really strange...

@karatekid- I found a download, and I'm getting the suscript error everyone does...but I don't have a readme file to fix. Do you know what I can do?
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  #7593    
Old January 22nd, 2013 (06:31 PM). Edited January 22nd, 2013 by karatekid552.
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What happens if I push it?....
 
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Quote originally posted by Nintendork15:
This is really odd now.
She moves after the 2nd Speech.
But moves left once. and then it freezes.
But nowhere in the script does it tell her to move left.

Are you recompiling this dynamically each time? Or editing what is already in the rom? If you are just editing what is in the rom, anything that takes up more room, such as a new commad, is going to overwrite and affect more data.

When I'm compiling a script, I will make a back-up copy of my rom, then continually recompile it dynamically until it is finally right. I will then save that script, delete my current rom and open the back-up and the insert the saved script. This saves me the wasted space of testing a script over and over while also preventing me from overwriting data.

Quote originally posted by Noossab Blue:
@nintendork- can you post the script again, please? That is really strange...

@karatekid- I found a download, and I'm getting the suscript error everyone does...but I don't have a readme file to fix. Do you know what I can do?
Let me email you my exact working copy that has worked in even the most extreme problem cases. Like the one my friend had a couple of pages ago that I asked DrFuji about. If you don't allow vCard download, could you pm me your email? You already have the program, so there is no harm in me emailing it you.
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Old January 22nd, 2013 (06:36 PM).
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Quote originally posted by Noossab Blue:
@nintendork- can you post the script again, please? That is really strange...

@karatekid- I found a download, and I'm getting the suscript error everyone does...but I don't have a readme file to fix. Do you know what I can do?
'-----------------------
#org 0x800C00
setvar 0x7000 0x1
checkflag 0x7
if 0x1 goto 0x8800338
applymovement 0x1 0x880033B
waitmovement 0x0
msgbox 0x880033E '"Mum: Oh [player]!\nYou're up!"
callstd 0x6
applymovement 0x1 0x880035C
waitmovement 0x0
msgbox 0x8800361 '"Mum: A letter came for you today.\n..."
callstd 0x6
applymovement 0x1 0x6C8004C2
end

'-----------------------
#org 0x800338
release
end


'-----------
' Movements
'-----------
#org 0x80033B
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80035C
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80033E
= Mum: Oh [player]!\nYou're up!

#org 0x800361
= Mum: A letter came for you today.\nHere I'll read it:\p''Dear [player],\nWe've recieved a Parcel for you from Maxi,\pplease make haste and collect it\nFrom, Worseth Town PO.\pMum: Hmmm, A parcel huh?\nGo ask Maxi, he might help ya!\pBut ... I guess this means, you'll\nbe leaving on a journey.\pHuh, me?\nOh don't worry, I'll be fine.\pGo have some fun.

Quote originally posted by karatekid552:
Are you recompiling this dynamically each time? Or editing what is already in the rom? If you are just editing what is in the rom, anything that takes up more room, such as a new commad, is going to overwrite and affect more data.

When I'm compiling a script, I will make a back-up copy of my rom, then continually recompile it dynamically until it is finally right. I will then save that script, delete my current rom and open the back-up and the insert the saved script. This saves me the wasted space of testing a script over and over while also preventing me from overwriting data.



Let me email you my exact working copy that has worked in even the most extreme problem cases. Like the one my friend had a couple of pages ago that I asked DrFuji about. If you don't allow vCard download, could you pm me your email? You already have the program, so there is no harm in me emailing it you.
Tried that.
She still goes the wrong way.
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  #7595    
Old January 22nd, 2013 (06:41 PM).
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What happens if I push it?....
 
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Quote originally posted by Nintendork15:
'-----------------------
#org 0x800C00
setvar 0x7000 0x1
checkflag 0x7
if 0x1 goto 0x8800338
applymovement 0x1 0x880033B
waitmovement 0x0
msgbox 0x880033E '"Mum: Oh [player]!\nYou're up!"
callstd 0x6
applymovement 0x1 0x880035C
waitmovement 0x0
msgbox 0x8800361 '"Mum: A letter came for you today.\n..."
callstd 0x6
applymovement 0x1 0x6C8004C2
end

'-----------------------
#org 0x800338
release
end


'-----------
' Movements
'-----------
#org 0x80033B
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80035C
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80033E
= Mum: Oh [player]!\nYou're up!

#org 0x800361
= Mum: A letter came for you today.\nHere I'll read it:\p''Dear [player],\nWe've recieved a Parcel for you from Maxi,\pplease make haste and collect it\nFrom, Worseth Town PO.\pMum: Hmmm, A parcel huh?\nGo ask Maxi, he might help ya!\pBut ... I guess this means, you'll\nbe leaving on a journey.\pHuh, me?\nOh don't worry, I'll be fine.\pGo have some fun.



Tried that.
She still goes the wrong way.
Where is your third apply movement? If it just wasn't accidentally not posted, that could be the problem. It's pointing to random numbers that it's reading as movements.
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  #7596    
Old January 22nd, 2013 (06:45 PM).
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Also, still no lock at the beginning. I don't know how big of a deal that is, but at the very least you don't want to be able to wakl away in the middle of it...
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  #7597    
Old January 22nd, 2013 (06:56 PM).
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Quote originally posted by karatekid552:
Where is your third apply movement? If it just wasn't accidentally not posted, that could be the problem. It's pointing to random numbers that it's reading as movements.
Oh my yes.

Re wrote it, compiled it, closed window, re opened, and it's deleted itself.

I don't know why ?
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Old January 22nd, 2013 (07:08 PM).
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What happens if I push it?....
 
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This is the weirdest series of errors I've seen on one script. Could you send us the dynamically labeled one? I hope you saved, which you always should.
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  #7599    
Old January 22nd, 2013 (07:37 PM).
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Quote originally posted by Nintendork15:
Oh my yes.

Re wrote it, compiled it, closed window, re opened, and it's deleted itself.

I don't know why ?
I don't know if this is related, but the move up in fire red and leaf green are different (In LG it moves you right I think). If you're not using fire red perhaps those move up and move down raws are mixed up. Could be wrong, but worth a shot :D
  #7600    
Old January 23rd, 2013 (07:10 AM). Edited January 23rd, 2013 by Noossab Blue.
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Noossab Blue Noossab Blue is offline
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
Posts: 243
Quote:
Thanks Doesnt and karatekid.

But now I'm having one small problem...

I'm copying the original mart text verbatim, only changing the beginning offset and the offset of the mart items (and of course, the mart items themselves). But now, when I test the marts in-game, some of them work and others don't bring up the buy menu, seemingly at random...

Spoiler:
Here's an example of one that works:

Code:
'-----------------------
#org 0x8022B2
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x81A6211 '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x88022DA
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x8022DA
#raw word 12C
#raw word 14D
#raw word 142
#raw word 148
#raw word 129
#raw word 147
#raw word 0


'---------
' Strings
'---------
#org 0x1A6211
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!
And here is one that doesn't:

Code:
'-----------------------
#org 0x802337
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x880236A '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x880235F
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x80235F
#raw word 124
#raw word 128
#raw word 130
#raw word 141
#raw word 0


'---------
' Strings
'---------
#org 0x80236A
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!
Back again...I tried recompiling with xse 1.1.1, to no avail. Some of the time I can make it work still and other times I can't. The last time I made it work, it was displaying "Please come again!" twice...which is weird...but then again this whole thing is very strange.

Any help would be appreciated.
_____________________________________________________

EDIT: Funny story guys. I got frustrated and decided to start the marts over again using one of my backups. Besides using XSE 1.1.1, everything I did was the same. Admittedly, I told A-Map to use later offsets on the off chance that had anything to do with it. I also noticed that when you create a person event behind the counter, the movement permission changes to 0 (no idea if that matters either, just an observation). Annnnnnnd...

It works. Or so it seems. WEIRD. Anyway, with my luck I'll be back in 5 minutes saying it doesn't work after all, but for now...thanks for the help.
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