if 0x1 goto @done
applymovement 0xA @whoops
applymovement 0xFF @what
msgbox @sorry 0x4
trainerbattle 0x1 0x2 0x0 @battle @lose @next
msgbox @go 0x6
applymovement 0xA @walk
applymovement 0xFF @bye
setvar 0x5000 0x1
= Oh, sorry about that! I didn't see\nyou there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.
= Now that I've healed you,\nlet's battle!
= Wow! You're pretty good!
= That was a good battle!\nBy the way, my name is Brandon.\lI think you have lots of potential\las a trainer...\lWell, I have to go.\lBye!
I compiled your script and it works beautifully without sprite 0xA. It also works great when sprite 0xA isn't hidden. However, as soon as I hide it, and it comes into view, the game crashes. In fact, any hidden sprite on screen in Viridian City causes the game to crash. Why? I have no clue! I will keep looking into this.
Edit: This happens in more places than Viridian City... Could the hidden option be corrupt??
Edit2: Confirmed. This happens everywhere with hidden option number 1, the other two hidden options on the movement list work and don't crash the game, however, they refuse to obey the showsprite command or the raw show command used with an applymovement.
Edit3: haha, I made it work. Okay, you need to use the 3rd Hidden option in the list and type 4B in the movement box below. Now, remove the showsprite command from your script and instead add "#raw 0x61" to the top of the movement @whoops. This is the show command foe FireRed. (I was using Ruby commands for edit 2, wrong list)
A couple of notes. A green s-tile script will not run on entering the map. You are going to have to turn this into a level script somehow if you want it to happen when leaving the pokecenter. Also, if you don't open the door for sprite 0xA, it's going to be weird. I have some ideas on how to do both, so if you can't figure it out, pm me.