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Script Help Thread (DO NOT REQUEST SCRIPTS)

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onyx79

Red Dead Revolver
488
Posts
15
Years
change the flag... A3 is already used by the game... use 1003 for example
here's the script

Spoiler:

as you can see the flag is 1003 but nothing has changed?do I need to put it on person ID?

another question is how to make mew obey at fire red?
 

Larsie13

Guest
0
Posts
Please help me! As soon as I've got this script working, I will have the whole givepokemon/story builup in my hack done! Please help![/repost]
Changes in bold:
Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare [B]LASTRESULT[/B] 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...
Alright, it works now! ^_^
Mostly... sorry, lol I have another problem but this should be the last one. Everything works fine until the guy gives me the pokeballs, at which point he dissapears? No joke, I'm talking, it plays the fanfare, and poof, he's gone. It still displays the text and finishes the script, just not with him there, though.

:\ help?
Code:
'---------------
#org 0x8003EE
hidesprite 0x5
checkflag 0x905
if 0x0 goto 0x88003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
 
'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= ÊÊ\n that Ponyta been\nworking out for you?\p... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called a POKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.
 
'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x55 'Show
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x55 'Show
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0xFE 'End of Movements
Try removing the showsprite 0x5 after the giveitem. Maybe that's the culprit.
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
Spoiler:
Spoiler:

Ok I see some problems here.

First off I'm reasonably sure that having two 'if' lines together doesn't work.

Secondly there are messages there that don't have a message command, e.g. "here is your bagon"

Thirdly all the scripts merge together in the way you have put them that confuses me a bit, but each string doesn't seem to have a release, end.

There is no connection between the first biif of the script and the #org @out bit so where does that come into it?
 

Kyouya

"baddest of the bad"
338
Posts
15
Years
Ok I see some problems here.

First off I'm reasonably sure that having two 'if' lines together doesn't work.

Secondly there are messages there that don't have a message command, e.g. "here is your bagon"

Thirdly all the scripts merge together in the way you have put them that confuses me a bit, but each string doesn't seem to have a release, end.

There is no connection between the first biif of the script and the #org @out bit so where does that come into it?


i took out the enters so spoiler whouldn't be big


whats an ip line

Spoiler:
 
Last edited:
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
that ways ' if ' ;)

and don't worry about saving space in spoilers, thats what they are for!
 
5,256
Posts
16
Years
Changes in bold:
Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare [B]LASTRESULT[/B] 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...

I changed it to have LASTRESULT instead of 0x0, and XSE came up with an error that follows:
"Error 13. "Type mismatch" on line 6. Missing #define"
 

Kyouya

"baddest of the bad"
338
Posts
15
Years
[solved]script[/solved]

Spoiler:
 
Last edited:

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
Spoiler:

Still have a few problems. Check your spoiler again, changes in red. Also, you might want to combine the two message boxes for @out and @bel as well as @out and @get. (I added some new pointers, make sure you keep them.)

Also, if you only want them to give you a pokemon once, use a setflag command, and if you want some music played when they give you pokemon, use fanfare 0x13E and then waitfanfare after the givepokemon line.
 

Kyouya

"baddest of the bad"
338
Posts
15
Years
Still have a few problems. Check your spoiler again, changes in red. Also, you might want to combine the two message boxes for @out and @bel as well as @out and @get. (I added some new pointers, make sure you keep them.)

Also, if you only want them to give you a pokemon once, use a setflag command, and if you want some music played when they give you pokemon, use fanfare 0x13E and then waitfanfare after the givepokemon line.
Thank you i am about to trie the script
 

Pokepal17

More cowbell~
1,519
Posts
15
Years
I changed it to have LASTRESULT instead of 0x0, and XSE came up with an error that follows:
"Error 13. "Type mismatch" on line 6. Missing #define"

You didn't extract everything from the XSE package. Either extract everything or replace LASTRESULT with 0x800D.
 

Micro SD

HubbaBubba
156
Posts
15
Years
Spoiler:


OKthis is my first 'advanced script' using XSE. Basically, I'm trying to get to where after the first message, an earthquake occurs, then the second message. However, when I move over the tile, the player freezes. I think it's got something to do with a flag, or I've put something in the wrong order.

Any ideas what it could be?
 

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
Spoiler:


OKthis is my first 'advanced script' using XSE. Basically, I'm trying to get to where after the first message, an earthquake occurs, then the second message. However, when I move over the tile, the player freezes. I think it's got something to do with a flag, or I've put something in the wrong order.

Any ideas what it could be?


You've got the jist of it, but still a couple things missing. Look at your spoiler again, changes in red. Tell me if it works.

Also, if you are using a script tile for the event to trigger, you have to set a variable, but it doesn't look like it, so I just left it be.
 
67
Posts
15
Years
  • Seen Jan 24, 2015
Well, I tried this script to battle a Kyogre, but when the Cry is initiated, the game freezes. When I remove the cry, the game freezes at the same point.
It is always after the msgbox...
Can anyone help?
Game: AXVE Ruby
Type: Person Event
Editor: XSE
Script:
Decompiled:
Spoiler:

Compiled:
Spoiler:


 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
Spoiler:

1. Check the offset isn't in use.

2. By looking at this thread I would say this is what happens:
Player steps on tile, message @1 pops up (and flag is set).
Player can than move anywhere he wants as the scripts has ended.
Earthquake only activates after stepping on the tile for a second time.

But I think you want message -> earthquake -> message all in one yes? So you would make it all one string ideally.

3. Also, since the flag is cleared again at the end, the script could continuously go around in a look, so a second group of flags should be added. IE.
checkflag 0x1000
if 0x1 goto @end
(and set the flag after the earthquake command.)

4. Faceplayer isn't needed as the script is a tile ;) That might be the simple reason for it not working.
 

NatureKeeper

Guest
0
Posts
Umm, Guys I need help with a compiled script:

Code:
'---------------
#org 0xF30DA3
lockall
checkflag 0x1000
if 0x0 call 0x8F30DB6
if 0x1 call 0x8F30E2F
releaseall
end

'---------------
#org 0xF30DB6
showsprite 0x4
applymovement 0x4 0x8F30E33
waitmovement 0x4
msgbox 0x8F30E3C MSG_NORMAL '"PROF.OAK: Wait!\p[player]:???\pPRO..."
showsprite 0x5
msgbox 0x8F30EE6 MSG_NORMAL '"PIKACHU: PIKA!\p[player]:PROFESSSO..."
fadescreen 0x0
hidesprite 0x5
msgbox 0x8F30F17 MSG_NORMAL '"[player] and OAK: Whew...\p[player..."
applymovement 0x4 0x8F30F6F
applymovement MOVE_PLAYER 0x8F30F79
hidesprite 0x4
applymovement MOVE_PLAYER 0x8F30F82
warp 0x1 0x4 0x0 0x6 0xC
applymovement 0x4 0x8F30F84
applymovement MOVE_PLAYER 0x8F30F89
msgbox 0x8F30F8F MSG_NORMAL '"GARY: Gramps! I'm fed up waiting!\..."
applymovement 0x4 0x8F3104B
msgbox 0x8F3104D MSG_NORMAL '"OAK: WHAT!!\pPLAYER:?\pOAK:Fine. G..."
setflag 0x1000
return

'---------------
#org 0xF30E2F
return


'---------
' Strings
'---------
#org 0xF30E3C
= PROF.OAK: Wait!\p[player]:???\pPROF.OAK: Don't go in the/ntall grass!/lYou may get attacked/lby wild Pokémon!\pHey! What's that Pikachu in the\ngrass nearby?\l[player]: It's attacking!

#org 0xF30EE6
= PIKACHU: PIKA!\p[player]:PROFESSSOR!\pOAK:Go!Pokéball!

#org 0xF30F17
= [player] and OAK: Whew...\p[player]: That was sure close.\pOAK: Let's go before GARY gets\lhis fury.

#org 0xF30F8F
= GARY: Gramps! I'm fed up waiting!\pOAK: Gary! I was looking for\n[player]!\pGARY: And what is my business?\pOAK:Anyway, You have three Poké...\pGARY: As a matter of fact,\nThere's only one Pokémon!

#org 0xF3104D
= OAK: WHAT!!\pPLAYER:?\pOAK:Fine. Gary I'll give you a Pokémon\nhome. [player], go ahead. Pick that\lPokéball


'-----------
' Movements
'-----------
#org 0xF30E33
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up

#org 0xF30F6F
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
#raw 0x9 'Step Up (Normal)

#org 0xF30F79
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)

#org 0xF30F82
#raw 0x9 'Step Up (Normal)

#org 0xF30F84
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)

#org 0xF30F89
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)

#org 0xF3104B
#raw 0x56 'Exclamation Mark (!)

The script is for Ruby and I cannot make it work, When I stop on the script Podium it just does nothing. Could someone help? It is supposed to

-Lockall -Speech -Movement -Speech - Showsprite -Speech -hidesprite+fadescreen -speech -movement -warp -movement -exclamation mark -speech

'----------------------------------------------------------------'
Full details:

All the OWs are lcoked.

OAK: Wait
OAK Goes to PLAYER
OAK and player: Speech
showsprite pikachu
speech OAK and LAYER
Hide Pikachu's sprite with a fade screen
speech
both oak and player walk into OAK's LAB
They move to the top of the lab, have speech with Gary
Oak get's a ! above his head
Speech.
Setflag
Release all
end
 

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
Umm, Guys I need help with a compiled script:

Code:
'---------------
#org 0xF30DA3
lockall
checkflag 0x1000
if 0x0 call 0x8F30DB6
if 0x1 call 0x8F30E2F
releaseall
end
 
'---------------
#org 0xF30DB6
showsprite 0x4
applymovement 0x4 0x8F30E33
waitmovement 0x4
msgbox 0x8F30E3C MSG_NORMAL '"PROF.OAK: Wait!\p[player]:???\pPRO..."
showsprite 0x5
msgbox 0x8F30EE6 MSG_NORMAL '"PIKACHU: PIKA!\p[player]:PROFESSSO..."
fadescreen 0x0
hidesprite 0x5
msgbox 0x8F30F17 MSG_NORMAL '"[player] and OAK: Whew...\p[player..."
applymovement 0x4 0x8F30F6F
applymovement MOVE_PLAYER 0x8F30F79
hidesprite 0x4
applymovement MOVE_PLAYER 0x8F30F82
warp 0x1 0x4 0x0 0x6 0xC
applymovement 0x4 0x8F30F84
applymovement MOVE_PLAYER 0x8F30F89
msgbox 0x8F30F8F MSG_NORMAL '"GARY: Gramps! I'm fed up waiting!\..."
applymovement 0x4 0x8F3104B
msgbox 0x8F3104D MSG_NORMAL '"OAK: WHAT!!\pPLAYER:?\pOAK:Fine. G..."
setflag 0x1000
return
 
'---------------
#org 0xF30E2F
return
 
 
'---------
' Strings
'---------
#org 0xF30E3C
= PROF.OAK: Wait!\p[player]:???\pPROF.OAK: Don't go in the/ntall grass!/lYou may get attacked/lby wild Pokémon!\pHey! What's that Pikachu in the\ngrass nearby?\l[player]: It's attacking!
 
#org 0xF30EE6
= PIKACHU: PIKA!\p[player]:PROFESSSOR!\pOAK:Go!Pokéball!
 
#org 0xF30F17
= [player] and OAK: Whew...\p[player]: That was sure close.\pOAK: Let's go before GARY gets\lhis fury.
 
#org 0xF30F8F
= GARY: Gramps! I'm fed up waiting!\pOAK: Gary! I was looking for\n[player]!\pGARY: And what is my business?\pOAK:Anyway, You have three Poké...\pGARY: As a matter of fact,\nThere's only one Pokémon!
 
#org 0xF3104D
= OAK: WHAT!!\pPLAYER:?\pOAK:Fine. Gary I'll give you a Pokémon\nhome. [player], go ahead. Pick that\lPokéball
 
 
'-----------
' Movements
'-----------
#org 0xF30E33
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
 
#org 0xF30F6F
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F79
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
 
#org 0xF30F82
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F84
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F89
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
 
#org 0xF3104B
#raw 0x56 'Exclamation Mark (!)

The script is for Ruby and I cannot make it work, When I stop on the script Podium it just does nothing. Could someone help? It is supposed to

-Lockall -Speech -Movement -Speech - Showsprite -Speech -hidesprite+fadescreen -speech -movement -warp -movement -exclamation mark -speech

'----------------------------------------------------------------'
Full details:

All the OWs are lcoked.

OAK: Wait
OAK Goes to PLAYER
OAK and player: Speech
showsprite pikachu
speech OAK and LAYER
Hide Pikachu's sprite with a fade screen
speech
both oak and player walk into OAK's LAB
They move to the top of the lab, have speech with Gary
Oak get's a ! above his head
Speech.
Setflag
Release all
end


You need to include a setvar in your script as well as the tile. Pick a number 5000 or up and add this line of code to your script.

Code:
setvar 0x5000 0x1

(5000 could be replaced with anything more than that)

Also, on Advance Map, look for the little box to the left of the map when you are highlighting the script tile. There should be a box that says "var number" and that's where you put your number you used set var with (5000). Tell me if it works.
 
80
Posts
14
Years
I have a problem.

Code:
#Dynamic 0x34EB8C

#org @start
trainerbattle 0x1 0x001 0x0 @before @after @later
pause 0x20
applymovement 0x3 @move
waitmovement 0x0
hidesprite 0x300F
setflag 0x1
release 
end

#org @before
= Hey! What do you do here?\nIt isn't a plce for a small boy.

#org @after
= I have beaten by a young boy.

#org @later
= I let you this time but the next\ntime I kill your POKéMON!

#org @move
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

After the script the overworld don't dissapear.
And I need an exclamation mark when we talk to the overworld (before the trainer battle).
 
Last edited:

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
I have a problem.

Code:
#Dynamic 0x34EB8C

#org @start
trainerbattle 0x1 0x001 0x0 @before @after @later
pause 0x20
applymovement 0x3 @move
waitmovement 0x0
hidesprite 0x300F
setflag 0x1
release 
end

#org @before
= Hey! What do you do here?\nIt isn't a plce for a small boy.

#org @after
= I have beaten by a young boy.

#org @later
= I let you this time but the next\ntime I kill your POKéMON!

#org @move
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

After the script the overworld don't dissapear.
And I need an exclamation mark when we talk to the overworld (before the trainer battle).

1: Your Dynamic offset, make it 0x800000, the one you have will place scripts in the vital areas of the rom... not good...
2:Don't use setflag 0x1, it is used by the game. use 0x1000, 0x1000 - 0x3FFF are free, that is more than you will ever really need.
 

Matteron (96)

Can't Read Lookin Ass
270
Posts
15
Years
  • Age 27
  • Seen Feb 13, 2024
Hey guys I need some help, you see for some reason every time I try to compile this script it says unknown keyword "y" at line 33, but their is nothing at line 33 anyway heres the script ty in advanced
Spoiler:

additional info:
rom: fire red
Script program: xse
 
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