Quote:
Originally Posted by JosefigGaming
Your problem is that the commands to change line are wrong
You use /n to change line
/l to change line after /n has been used
And the first three line changes are /n, only the first one should be /n, and all the rest should be \l
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Actually, that's not correct. XSE doesn't care whether you have the new lines entered correctly or not (the compiler doesn't check for that).
The real issue here is not your use of /n, rather your overly excessive use of \l in the Diego sentence.
Code:
Diego: To many, success seems\nto come\nsuddenly. When you\lobserve others\land what they\lhave achieved you\lusually don’t\lappreciate what it\lhas taken for\lthem to get where\lthey are.\lUltimately, in failing\lto do\lthis you also fail to learn\lwhat\lit would take for you to\lattain\lthe same level of\lachievement\land success.
You need to divide your sentance up with multiple
/p's as well as /n's and /l's. Having that many /l's created an irritation for the compiler (it seems) and it refused to compile the line of text.
Not only is this sentence wacked out, but all of your text is like this. You'll have to go back and organize it a bit.
I remade your script with organized text, but it appears that you still have another problem:
This line isn't being used anywhere in the script, so you have a type mis-match there. Delete that line of code (as well as the other things I told you) and your script will compile just fine.
This isn't a problem with compilation, but your script won't run if you don't add on to the end of your script:
Code:
#dynamic 0x327EDA
#org @start
checkflag 0x200
if 0x1 goto @done
applymovement 0xFF @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x06 @move2
waitmovement 0x0
msgbox @2 0x6
applymovement 0x06 @move3
waitmovement 0x0
msgbox @3 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
---ORIGINALLY END OF SCRIPT---
You will have to add the command 'end' to the end. Not sure if this one is required, but it's good practice to do so.
Also, I noticed that the NPC you talk to that initiates this script doesn't disappear afterwards. I'm going to assume that you don't want the player to be able to talk to the NPC and get the same speech with no battle afterwards (because once the battle is finished, its flag will be set and the battle will no longer happen).
To avoid this, you will want to change:
Code:
checkflag 0x200
if 0x1 goto @done
Instead of checking a manual flag of 0x200 to stop the script from running again (which you didn't set anywhere), change this to a 'checktrainerflag' command so once the player defeats the NPC, the script will go straight to '@done' instead of waiting for some future event that sets flag 0x200.