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  #476    
Old February 19th, 2009 (8:04 PM).
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Gamer2020 Gamer2020 is offline
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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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      #477    
    Old February 19th, 2009 (11:24 PM).
    Novus's Avatar
    Novus Novus is offline
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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 (1:54 AM).
    Spookyghost Spookyghost is offline
       
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      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 (2:29 AM).
      Pokepal17's Avatar
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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 (3:24 AM).
      0m3GA ARS3NAL's Avatar
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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 (5:14 AM).
      Andryandrew Andryandrew is offline
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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.
        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 (5:15 AM).
        Spookyghost Spookyghost is offline
           
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          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 (9:11 AM).
          0m3GA ARS3NAL's Avatar
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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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            #484    
          Old February 20th, 2009 (11:01 AM).
          Spookyghost Spookyghost is offline
             
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            lol oops. xD

            Thanks.


            tooshortdon'tknowwhatelsetoputhere.
              #485    
            Old February 20th, 2009 (3:00 PM).
            Corvus of the Black Night's Avatar
            Corvus of the Black Night Corvus of the Black Night is offline
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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 (4:07 PM).
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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 (4:28 PM).
              0m3GA ARS3NAL's Avatar
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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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                #488    
              Old February 20th, 2009 (4:57 PM).
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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 (4:59 PM). Edited February 20th, 2009 by Corvus of the Black Night.
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                Is the map working overall? Sometimes I have map errors. Ugh, I hate those.
                  #490    
                Old February 20th, 2009 (5:43 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 (6:00 PM). Edited February 20th, 2009 by Corvus of the Black Night.
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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)
                    #492    
                  Old February 20th, 2009 (6:26 PM).
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                  Gamer2020 Gamer2020 is offline
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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...
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                      #493    
                    Old February 20th, 2009 (7:09 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 (7:28 PM). Edited February 20th, 2009 by Corvus of the Black Night.
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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
                        #495    
                      Old February 20th, 2009 (9:43 PM).
                      Gamer2020's Avatar
                      Gamer2020 Gamer2020 is offline
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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
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                          #496    
                        Old February 21st, 2009 (3:09 AM).
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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 (3:32 AM).
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                        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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                        Pokémon Stardrop
                          #498    
                        Old February 21st, 2009 (4:53 AM).
                        Corvus of the Black Night's Avatar
                        Corvus of the Black Night Corvus of the Black Night is offline
                        Wild Duck Pokémon
                        • Gold Tier
                        • Gold Tier
                         
                        Join Date: Feb 2009
                        Location: With the Birds
                        Age: 24
                        Gender: Other
                        Nature: Impish
                        Posts: 3,429
                        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.
                          #499    
                        Old February 21st, 2009 (5:28 AM).
                        HackMew's Avatar
                        HackMew HackMew is offline
                        Mewtwo Strikes Back
                        • Crystal Tier
                         
                        Join Date: Jun 2006
                        Posts: 1,314
                        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 (7:02 AM).
                        Novus's Avatar
                        Novus Novus is offline
                        The English Kiwi
                        • Crystal Tier
                         
                        Join Date: Feb 2009
                        Location: Dorset, England
                        Age: 24
                        Gender: Male
                        Nature: Calm
                        Posts: 184
                        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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