You forgot the "waitmovement" command after your "applymovement" command.
Sorry, I was loading my script (So I'd have the version with pointers and before compilation. When I decompile it doesn't really do anything :/
I did have waitmovement 0x0, it didn't work. Then I thought I might need it to be 0xF, since that was my sprite's event number. It still doesn't work, not sure why.
Can anyone help me with this?
Here's the compiled version:
#org 0x800027
lock
checkflag 0x1000
if 0x1 goto 0x880003A
clearflag 0x1000
release
end
Well, first of all, why are you clearing a flag right there? If you check your flag and use goto to go to another section of your script you never get to the clearflag. In other words, if the first checkflag succeeds, it 'teleports' to the next section of the script, but if it fails it does a clearflag, releases, and ends. If it fails, the flag is not set, meaning no reason to clear the flag. Maybe you're trying to say this?
checkflag 0x1000
if 0x0 goto 0x880003A
clearflag 0x1000
But even then I have no idea why you'd ever want to set that flag anyways, seeing as how it would just set it and clear it as soon as you talked to him again.
After thinking about this again I just realized you could easily do something like this:
lock
faceplayer
checkflag 0x1000
if 0x1 goto LET_PLAYER_PASS_OR_REMOVE_THE_GUYS_SPRITE
msgbox @sayinstuff 0x6
APPLYOVEMENTS HERE
release
end
Then have some other event somewhere else set flag 0x1000 and you're set!
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