FoggyDoggy
Im comin' home...
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1) You just need to use the applymovement command (plus waitmovement 0x0).
The applymovement command has 2 params. The first one is the people number, the second is the pointer to the movements. For movements, see the tutorials around here.
2) In this case you need to use checkflag/setflag.
I think that was a bit complicated... you might wanna try speaking... typing in a way that people can understand.. not everyone is as experienced in scripting or XSE as much as you or I....
To put what HackMew just said a bit simpler...
1) Try putting the applymovement command in your script, where you want it of course.
it looks like this. (In XSE)
applymovement 0 @pointer1
Applymovemnt is the command, and the 2 things after it are the parameters that are required to make the script work.
0 stands for the persons "People #" the People # can be found in Advance Map. when you click on a person.
the @pointer1 in the applymovement command is the thing that tells the command where to look for your movements.
You can type anything other than pointer1 if you want, so long as it does not have any spaces in it.
later in the script you have to type...
#org @pointer1
This is our movements!
underneath that, you would type #raw 00 FE
#raw tells XSE that you are typing in a line of raw code.
00 is the games movement code for the "Step one space down"
and FE tells the game to stop movements. If you don't have this, the game will freeze.
after your applymovemnt command is writen you need to put
waitmovement 0x0
or the script will freeze also...
alltogether, your applymovement would look like this....
Example:
#dynamic 0x800000 #org @start lock applymovement 0 @pointer1 waitmovement 0x0 release end #org @pointer1 #raw 00 FE |
If you want that script to go away after you have done it, include the checkflag 0x1001 command before all of it...
it will check and see if flag # 1001 is set.
a flag is an in-game bit of information that tells tha game that something has happened, in short, it is a huge help in controlling in-game events.
We'll use 0x1001 as our flag, since I know for a fact it is safe.
(There are many flags, but some are used by the game, so you don't want to use them...)
so, add checkflag 0x1001 right after the lock command
Example:
lock checkflag 0x1001 |
next, you need to tell the game what to check 1001 for...
after the line checkflag 0x1001, add if b_true goto @pointer2
this will make the game check to see if the flag is set, if it is, it will skip over whatever is underneath it, and move to a new section of the script.
We are not done yet... just activating the script wont set the flag, no, we need to set it maually, by adding a setflag command right under our waitmovement 0x0
Example:
waitmovement 0x0 setflag 0x1001 |
finally, we need to make a new section of the script, so, above the line
#org @pointer1
type in...
#org @pointer2
Example:
... end #org @pointer2 #org @pointer1 #raw 00 FE |
now, if we do this, and we try activating the script twice, it will freeze, since the 2nd section of the script has no commands... so we want to add...
release
end
right under it.
all together, our script would look like this.
Spoiler:
Example:
#dynamic 0x800000 #org @start lock checkflag ox1001 if b_true goto @pointer2 applymovement 0 @pointer1 waitmovement 0x0 setflag 0x1001 release end #org @pointer2 release end #org @pointer1 #raw 00 FE |
That is all about that really...
Too long? Too bad... or as we say on 4chan... tl:dr... To long;didn't read
And now a question to those who actually read this sentence, let alone read the whole script...
Should I write an XSE tutorial? In your opinion...