- 18
- Posts
- 10
- Years
- Seen Apr 21, 2020
So I have a pretty basic situation here. If the flag has not been set, a certain event will happen when the player triggers the script tile (npc appraches player, npc talks, player follows npc, npc talks again, npc leaves). At the end of that event, the flag is set and a different event happens (npc just talks from outside view).
#dyn 0x740300
#org @main
'-----------------------------------
lockall
checkflag 0x1200
if true goto 0x8740859
if false goto 0x8740856
#org 0x8740856
'-----------------------------------
applymovement PLAYER 0x87400E9 ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
applymovement 0x3 0x874006A ' walk_right walk_righ...
pauseevent 0x0
pause 0x1E
msgbox 0x8740055 ' OAK: My lab is this ...
callstd MSG_LOCK ' Built-in lock command
closemsg
applymovement 0x3 0x87400A3 ' walk_left walk_left ...
applymovement PLAYER 0x8740129 ' walk_left walk_left ...
pauseevent 0x0
pause 0x1E
applymovement 0x3 0x8740361 ' look_right_delayed e...
pauseevent 0x0
msgbox 0x87401C7 ' OAK: Here we are! By...
callstd MSG_LOCK ' Built-in lock command
closemsg
applymovement 0x3 0x87400A3 ' walk_left walk_left ...
pauseevent 0x0
fadedefault
disappear 0x3
setflag 0x1200
pause 0x1E
releaseall
end
#org 0x8740859
'--------------------------------------
msgbox @talk4
callstd MSG_LOCK
closemsg
pause 0x1E
setflag 0x1200
releaseall
end
#org 0x8740055
= [text here]
#org 0x87401C7
= [text here]
#org @talk4
= [text here]
#org 0x87400E9
M say_! end
#org 0x874006A
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
#org 0x87400A3
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
#org 0x8740129
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
#org 0x8740361
M look_right_delayed end
Whenever I start the game, though, the player just locks as soon as they touch the script tile and nothing else happens. Any help?
Spoiler:
#dyn 0x740300
#org @main
'-----------------------------------
lockall
checkflag 0x1200
if true goto 0x8740859
if false goto 0x8740856
#org 0x8740856
'-----------------------------------
applymovement PLAYER 0x87400E9 ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
applymovement 0x3 0x874006A ' walk_right walk_righ...
pauseevent 0x0
pause 0x1E
msgbox 0x8740055 ' OAK: My lab is this ...
callstd MSG_LOCK ' Built-in lock command
closemsg
applymovement 0x3 0x87400A3 ' walk_left walk_left ...
applymovement PLAYER 0x8740129 ' walk_left walk_left ...
pauseevent 0x0
pause 0x1E
applymovement 0x3 0x8740361 ' look_right_delayed e...
pauseevent 0x0
msgbox 0x87401C7 ' OAK: Here we are! By...
callstd MSG_LOCK ' Built-in lock command
closemsg
applymovement 0x3 0x87400A3 ' walk_left walk_left ...
pauseevent 0x0
fadedefault
disappear 0x3
setflag 0x1200
pause 0x1E
releaseall
end
#org 0x8740859
'--------------------------------------
msgbox @talk4
callstd MSG_LOCK
closemsg
pause 0x1E
setflag 0x1200
releaseall
end
#org 0x8740055
= [text here]
#org 0x87401C7
= [text here]
#org @talk4
= [text here]
#org 0x87400E9
M say_! end
#org 0x874006A
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
#org 0x87400A3
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
#org 0x8740129
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
#org 0x8740361
M look_right_delayed end
Whenever I start the game, though, the player just locks as soon as they touch the script tile and nothing else happens. Any help?