Ugh. I am sorry for being such a total noob at this, but I cannot get this damned scripting to work for the life of me. I'm also entirely unsure if I'm using XSE correctly, so allow me to throw myself at your mercy and admit my own lack of competence :(
Okay. So I have this PART of a script I'm working with.
'-----------------------
#dynamic 0x801020
#org @start
checkflag 0x4000
if b_true goto @oak1
#org @oak1
applymovement MOVE_PLAYER 0x801001
#org 801001
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements
release
end
What I'm trying to do exactly is have this character walk into Oak's lab, walk up three spaces and over seven to the left, look up and then talk to him about whatever I choose. Then, select one of the three pokeballs between the two, with that nice little picture popping up and the "DO YOU CHOOSE SO AND SO TO BE YOUR LAWFULLY WEDDED WI--I MEAN POKEMON COMPANION" jazz to go on. However, I can't get the script to work and also, whenever I try to compile it I get two new numbers at the bottom, so I substitute those into the script and then I get two entirely new numbers.
Also, what would you suggest I should use to check for the unused flags? I don't really know what to use to do that.
As I said, I used to know what I was doing and now I do not. I've spent hours examining the scripts in the original game to do so, and I've confused myself into scripted oblivion. Help!