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  #8726    
Old August 29th, 2013 (09:43 PM).
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Spoiler:
#dynamic 0xDE4026

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @take
msgbox @give 0x5
compare 0x800D 0x1
if 0x1 goto @get
compare 0x800D 0x0
if 0x1 goto @ok
end

#org @get
givepokemon 0x11A 0x64 0x1 0x0 0x0 0x0
fanfare 0x172
msgbox @receive 0x4
bufferpokemon 0x0 0x11a
waitfanfare
closeonkeypress
setflag 0x200
msgbox @givenickname 0x5
compare 0x800D 0x1
if 0x1 goto @name
compare 0x800D 0x0
if 0x1 goto @go
end

#org @ok
msgbox @oh 0x6
release
end

#org @name
setvar 0x8004 0x0
call @nickname
call @nickname2
goto @takecare

#org @nickname
countpokemon
subvar 0x800D 0x1
copyvar 0x8004 0x800D
return

#org @nickname2
bufferpokemon 0x0 0x181
setvar 0x4001 0x19
fadescreen 0x1
special 0xA1
waitstate
return


#org @go
closeonkeypress
goto @takecare

#org @takecare
msgbox @please 0x6
release
end

#org @take
msgbox @check 0x6
release
end

#org @give
= It's dangerous to go alone.\nTake this.

#org @oh
= I am error.

#org @receive
= \v\h01 received BLAZIKEN!

#org @givenickname
= Do you want to give a nickname to\nthis BLAZIKEN?

#org @please
= It's a secret to everybody.

#org @check
= Dodongo dislikes smoke.\pSo do people with lung cancer.


Changes are in red. I'm pretty sure your script will run fine now. When you learn the syntax, the best way to learn is by looking at scripts that are already compiled in the game.
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  #8727    
Old August 30th, 2013 (05:48 AM).
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Game: FireRed (U)
Editor: XSE

Spoiler:
#dynamic 0x80138D

#org 0x8014B2
message 0x8014C4 MSG_NORMAL
fadescreen 0x1
warp 0x4 0x8 0x0C 0x01
fadescreen 0x0
setflag 0x8C0
release
end

#org 0x8014C4
= ....!!!!\nOH NO!


i get error 13 type mismatch no #define on line 6.

can someone help?
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  #8728    
Old August 30th, 2013 (10:31 AM).
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If I may ask:

How do I make my trainer start somewhere other than in his house?

Thanks
  #8729    
Old August 30th, 2013 (11:53 AM). Edited August 30th, 2013 by Le pug.
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Quote originally posted by Rezordaxx:
Game: FireRed (U)
Editor: XSE

Spoiler:
#dynamic 0x80138D

#org 0x8014B2
message 0x8014C4 MSG_NORMAL
fadescreen 0x1
warp 0x4 0x8 0x0C 0x01
fadescreen 0x0
setflag 0x8C0
release
end

#org 0x8014C4
= ....!!!!\nOH NO!


i get error 13 type mismatch no #define on line 6.

can someone help?
You need five parameters for a warp. This is how a warp works with a warp tile in AdvanceMap:

warp 0x(bank#) 0x(map#) 0x(warp#) 0x0 0x0

If you're warping to a specific location, the script is:

warp 0x(bank#) 0x(map#) 0xFF 0x(X Coordinate) 0x(Y Coordinate)

If you need more help with warps, check out this great XSE guide by tajaros (you can find Warps if you scroll)

Quote originally posted by Koolmaqe:
If I may ask:

How do I make my trainer start somewhere other than in his house?

Thanks
You need this program (dropbox curtesy of gogojjtech):

It is called Advanced IntroEd and you can get the download by clicking here.

Just insert your rom and where it says bank and map is where you change it to whatever bank and map you want your character to start at.
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/// Pokémon Emerald Decapitalization Patch
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  #8730    
Old August 30th, 2013 (12:16 PM). Edited August 30th, 2013 by Rezordaxx.
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Quote originally posted by Le pug:
You need five parameters for a warp. This is how a warp works with a warp tile in AdvanceMap:

warp 0x(bank#) 0x(map#) 0x(warp#) 0x0 0x0

If you're warping to a specific location, the script is:

warp 0x(bank#) 0x(map#) 0xFF 0x(X Coordinate) 0x(Y Coordinate)

If you need more help with warps, check out this great XSE guide by tajaros (you can find Warps if you scroll)
Did what u said still error 13

script :
Spoiler:
'---------------
#org 0x8015D9
checkflag 0x8BF
if 0x0 goto 0x88015F5
playsong 0x0112 0x0
fadescreen 0x1
msgbox 0x88015F8 MSG_NORMAL '"....!!!!\nOH NO!"
warpmuted 0x4 0x8 0xFF 0x$0C 0x$01
fadescreen 0x0
setflag 0x8C0
setvar 0x6000 0x1
release
end

'---------------
#org 0x8015F5
release
end


'---------
' Strings
'---------
#org 0x8015F8
= ....!!!!\nOH NO!


FIXED i was dumb and used $ for the coordinates

Not fixed
When i insert the line

warpmuted 0x4 0x8 0xFF 0x0C 0x1

and compile and save it
it automaticly changes to the line

warpmuted 0x4 0x8 0xFF 0x6C0C 0x2

*sigh*

EDIT: dont know how i did it but FIXED :D
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  #8731    
Old August 30th, 2013 (04:43 PM).
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Gender: Male
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Game: Emerald
Type: Person Script
Editor: XSE 1.1.1
Script: Wildbattle


This is a bizarre one. I have these three wildbattle scripts going in three different maps. They work just fine and the Person IDs match up with the flags I set. However, the game seems to just decide at random whether or not the Pokemon are holding the items that are in the script. I really have no clue what the problem is, because if I delete that item line from the script and then rewrite it, it may or may not work. It seems that, whenever I get one to work, the other two don't. How can I make it so they're holding their items 100% of the time?

Here are the three scripts in question:

Spoiler:
#dynamic 0xDE4030

#org @start
lock
faceplayer
cry 0x115 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x115 0x5 0x62
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x203
release
end

#org @cry
= Kyoo!


Spoiler:
#dynamic 0xDE4032

#org @start
lock
faceplayer
cry 0x118 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x118 0x5 0x5F
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x204
release
end

#org @cry
= Chii!


Spoiler:
#dynamic 0xDE4035

#org @start
lock
faceplayer
cry 0x11B 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x11B 0x5 0x61
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x205
release
end

#org @cry
= Kipp!
  #8732    
Old August 30th, 2013 (04:46 PM).
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Quote originally posted by Edan:
Game: Emerald
Type: Person Script
Editor: XSE 1.1.1
Script: Wildbattle


This is a bizarre one. I have these three wildbattle scripts going in three different maps. They work just fine and the Person IDs match up with the flags I set. However, the game seems to just decide at random whether or not the Pokemon are holding the items that are in the script. I really have no clue what the problem is, because if I delete that item line from the script and then rewrite it, it may or may not work. It seems that, whenever I get one to work, the other two don't. How can I make it so they're holding their items 100% of the time?

Here are the three scripts in question:

Spoiler:
#dynamic 0xDE4030

#org @start
lock
faceplayer
cry 0x115 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x115 0x5 0x62
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x203
release
end

#org @cry
= Kyoo!


Spoiler:
#dynamic 0xDE4032

#org @start
lock
faceplayer
cry 0x118 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x118 0x5 0x5F
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x204
release
end

#org @cry
= Chii!


Spoiler:
#dynamic 0xDE4035

#org @start
lock
faceplayer
cry 0x11B 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x11B 0x5 0x61
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x205
release
end

#org @cry
= Kipp!
I honestly have no idea what the issue could be. Try it on a fresh ROM, see if the error still occurs.
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  #8733    
Old August 30th, 2013 (04:49 PM).
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Quote originally posted by Edan:
Game: Emerald
Type: Person Script
Editor: XSE 1.1.1
Script: Wildbattle


This is a bizarre one. I have these three wildbattle scripts going in three different maps. They work just fine and the Person IDs match up with the flags I set. However, the game seems to just decide at random whether or not the Pokemon are holding the items that are in the script. I really have no clue what the problem is, because if I delete that item line from the script and then rewrite it, it may or may not work. It seems that, whenever I get one to work, the other two don't. How can I make it so they're holding their items 100% of the time?

Here are the three scripts in question:

Spoiler:
#dynamic 0xDE4030

#org @start
lock
faceplayer
cry 0x115 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x115 0x5 0x62
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x203
release
end

#org @cry
= Kyoo!


Spoiler:
#dynamic 0xDE4032

#org @start
lock
faceplayer
cry 0x118 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x118 0x5 0x5F
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x204
release
end

#org @cry
= Chii!


Spoiler:
#dynamic 0xDE4035

#org @start
lock
faceplayer
cry 0x11B 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x11B 0x5 0x61
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x205
release
end

#org @cry
= Kipp!
Did you convert the items to HEX?
Thats the only i can think of..
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  #8734    
Old August 30th, 2013 (10:35 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is offline
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Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Posts: 6,970
Quote originally posted by Edan:
Game: Emerald
Type: Person Script
Editor: XSE 1.1.1
Script: Wildbattle


This is a bizarre one. I have these three wildbattle scripts going in three different maps. They work just fine and the Person IDs match up with the flags I set. However, the game seems to just decide at random whether or not the Pokemon are holding the items that are in the script. I really have no clue what the problem is, because if I delete that item line from the script and then rewrite it, it may or may not work. It seems that, whenever I get one to work, the other two don't. How can I make it so they're holding their items 100% of the time?

Here are the three scripts in question:

Spoiler:
#dynamic 0xDE4030

#org @start
lock
faceplayer
cry 0x115 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x115 0x5 0x62
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x203
release
end

#org @cry
= Kyoo!


Spoiler:
#dynamic 0xDE4032

#org @start
lock
faceplayer
cry 0x118 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x118 0x5 0x5F
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x204
release
end

#org @cry
= Chii!


Spoiler:
#dynamic 0xDE4035

#org @start
lock
faceplayer
cry 0x11B 0x0
msgbox @cry 0x6
waitcry
wildbattle 0x11B 0x5 0x61
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
setflag 0x205
release
end

#org @cry
= Kipp!
I just tried your scripts with a fresh coy of Emerald, and your script works fine.
However, methinks that a wild PKMN battle has a 50% chance of carrying items.
I ain't an expert on this but that's just my personal opinion.
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  #8735    
Old August 31st, 2013 (02:34 AM). Edited August 31st, 2013 by QuartierGenerale.
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Posts: 53
I've just downloaded XSE (the folder say XSE 1.11 - Copie) but when i open it closes immediately...what i ve to do or what's the right link for download?

Thanks

Ok i've founded the solution. I don't known if every one known it or not, but for safety o post it here.

The problem appears when xse try to automatically download updates.

Resolution: disconnect your pc from internet; open XSE (will not quit) and go to Help->Updates and remove the option Automatically Check (i'm translating from italian, so it will be a little different). Close XSE and reconnect. Now it will work
  #8736    
Old August 31st, 2013 (04:02 AM).
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Quote originally posted by QuartierGenerale:
I've just downloaded XSE (the folder say XSE 1.11 - Copie) but when i open it closes immediately...what i ve to do or what's the right link for download?

Thanks

Ok i've founded the solution. I don't known if every one known it or not, but for safety o post it here.

The problem appears when xse try to automatically download updates.

Resolution: disconnect your pc from internet; open XSE (will not quit) and go to Help->Updates and remove the option Automatically Check (i'm translating from italian, so it will be a little different). Close XSE and reconnect. Now it will work
It is known... but it is very common bug so posting solution surely help someone..
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  #8737    
Old August 31st, 2013 (04:16 AM).
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Hi again,

my game just freezes with this script its for a script tile,
everytime i step on the tile the game freezes.
but the music keeps playing.

EDITOR : XSE
GAME : FIRE RED

Script :
Spoiler:
'---------------
#org 0x801689
checkflag 0x8BF
if 0x1 goto 0x8801695
release
end

'---------------
#org 0x801695
msgbox 0x88016AA MSG_NORMAL '"MY HOUSE!"
applymovement MOVE_PLAYER 0x88016B6
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x8016AA
= MY HOUSE!


'-----------
' Movements
'-----------
#org 0x8016B6
#raw 0x4E 'Jump Down
#raw 0xFE 'End of Movements


can someone help me?
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  #8738    
Old August 31st, 2013 (04:33 AM).
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Quote originally posted by Rezordaxx:
Hi again,

my game just freezes with this script its for a script tile,
everytime i step on the tile the game freezes.
but the music keeps playing.

EDITOR : XSE
GAME : FIRE RED

Script :
Spoiler:
'---------------
#org 0x801689
checkflag 0x8BF
if 0x1 goto 0x8801695
release
end

'---------------
#org 0x801695
msgbox 0x88016AA MSG_NORMAL '"MY HOUSE!"
applymovement MOVE_PLAYER 0x88016B6
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x8016AA
= MY HOUSE!


'-----------
' Movements
'-----------
#org 0x8016B6
#raw 0x4E 'Jump Down
#raw 0xFE 'End of Movements


can someone help me?
You need to set Unknown bar (in Advanced Map) to 0300.
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  #8739    
Old August 31st, 2013 (04:45 AM).
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Quote originally posted by Ash493:
You need to set Unknown bar (in Advanced Map) to 0300.
Hmm,
Okay I tried but still the same..
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  #8740    
Old August 31st, 2013 (05:03 AM).
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Quote originally posted by Rezordaxx:
Hmm,
Okay I tried but still the same..
Put these values in your FireRed ROM.

(Advance Map v1.92)
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TSV: 1364(X), 0790(OR)


  #8741    
Old August 31st, 2013 (05:07 AM).
Rezordaxx's Avatar
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Quote originally posted by destinedjagold:
Put these values in your FireRed ROM.

(Advance Map v1.92)
I did the same as the picture,
now my script does nothing...
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  #8742    
Old August 31st, 2013 (05:32 AM).
destinedjagold's Avatar
destinedjagold destinedjagold is offline
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Quote originally posted by Rezordaxx:
I did the same as the picture,
now my script does nothing...
That is because flag 0x8BF is not yet set, and therefore, it won't do anything if it follows your script's flow.

Spoiler:
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  #8743    
Old August 31st, 2013 (05:54 AM).
Rezordaxx's Avatar
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Quote originally posted by destinedjagold:
That is because flag 0x8BF is not yet set, and therefore, it won't do anything if it follows your script's flow.

Spoiler:
thats the problem..

the flag is set....
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  #8744    
Old August 31st, 2013 (06:44 AM).
destinedjagold's Avatar
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Quote originally posted by Rezordaxx:
thats the problem..

the flag is set....
...do you know how checkflags work?
Code:
...
checkflag 0x8BF
if 0x1 goto 0x8801695
...
Code in blue tells the ROM that it needs to check whether flag 0x8BF is already set or not.
Code in red tells the ROM that if it's set, then proceeds to the pointed address.
Code in red, 0x1 means yes, while 0x0 means no.

The logic in your script is, if flag 0x8BF is already set, then you are telling the ROM to go to the 0x8801695 address.
However, since the flag is not yet set, the ROM ignores the 'goto' command, resulting to 'nothing is happening'.
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  #8745    
Old August 31st, 2013 (07:02 AM).
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Quote originally posted by destinedjagold:
...do you know how checkflags work?
Code:
...
checkflag 0x8BF
if 0x1 goto 0x8801695
...
Code in blue tells the ROM that it needs to check whether flag 0x8BF is already set or not.
Code in red tells the ROM that if it's set, then proceeds to the pointed address.
Code in red, 0x1 means yes, while 0x0 means no.

The logic in your script is, if flag 0x8BF is already set, then you are telling the ROM to go to the 0x8801695 address.
However, since the flag is not yet set, the ROM ignores the 'goto' command, resulting to 'nothing is happening'.
Yes i know how flags work i already made scripts with flags
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  #8746    
Old August 31st, 2013 (07:19 AM).
destinedjagold's Avatar
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Quote originally posted by Rezordaxx:
Yes i know how flags work i already made scripts with flags
Then what is stopping you from changing...
Code:
...
if 0x1 goto 0x8801695
...
...to this...
Code:
...
if 0x0 goto 0x8801695
...
...so it'll work...?

Or do you have an early script wherein you need that flag to be set somewhere?
If so, then I suggest you check your previous scripts with that flag.

=/

Again, your script looks fine, and the vars and unknown values should be as what I posted a few posts ago.
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  #8747    
Old August 31st, 2013 (07:50 AM).
Rezordaxx's Avatar
Rezordaxx Rezordaxx is offline
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Quote originally posted by destinedjagold:
Then what is stopping you from changing...
Code:
...
if 0x1 goto 0x8801695
...
...to this...
Code:
...
if 0x0 goto 0x8801695
...
...so it'll work...?

Or do you have an early script wherein you need that flag to be set somewhere?
If so, then I suggest you check your previous scripts with that flag.

=/

Again, your script looks fine, and the vars and unknown values should be as what I posted a few posts ago.
I changed it allready and it was still the same ,

and yeah the flag is set in pewter city then you go to pallet town and the script must be activated then,
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  #8748    
Old August 31st, 2013 (10:33 AM). Edited August 31st, 2013 by GoGoJJTech.
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Quote originally posted by destinedjagold:
I just tried your scripts with a fresh coy of Emerald, and your script works fine.
However, methinks that a wild PKMN battle has a 50% chance of carrying items.
I ain't an expert on this but that's just my personal opinion.
Actually, wild pokemon hold items according to this:
item1
Item2

Item1 has a 50 percent chance of appearing.
Item2 has a 5 percent chance of appearing.
If both items are the same, then it's a 100 percent chance. But, in givepokemon, the second item has an 8 percent chance. In setwildbattle, the item you chose WILL appear, unless you messed with the routines that the command uses.

Quote originally posted by QuartierGenerale:
I've just downloaded XSE (the folder say XSE 1.11 - Copie) but when i open it closes immediately...what i ve to do or what's the right link for download?

Thanks

Ok i've founded the solution. I don't known if every one known it or not, but for safety o post it here.

The problem appears when xse try to automatically download updates.

Resolution: disconnect your pc from internet; open XSE (will not quit) and go to Help->Updates and remove the option Automatically Check (i'm translating from italian, so it will be a little different). Close XSE and reconnect. Now it will work
Or you could go in the ini and change this line:
Autoupdatecheck = 1
Change that 1 to a zero. But the newest version of XSE is in gamer2020's toolbox.

Quote originally posted by Rezordaxx:
I changed it allready and it was still the same ,

and yeah the flag is set in pewter city then you go to pallet town and the script must be activated then,
It's probably because you changed var 4050 to something other than 0. If it's 0 the script runs. If it's other than 0, than it releases automatically.
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  #8749    
Old September 1st, 2013 (06:40 AM).
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Hi freaking again lol,

I am sooooo bad with script tiles....
so ive made this script and then when i walk over the tile.
nothing happens...

Script...
Spoiler:
'---------------
#dynamic 0x801B52

#org 0x801B52
lockall
special 0x65
message 0x801BE0 MSG_NORMAL
applymovement MOVE_PLAYER 0x801C59
applymovement 4 0x801C5E
trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
msgbox 0x801BDB 0x6
hidesprite 3
hidesprite 4
fadescreen 0x1
showsprite 5
fadescreen 0x0
applymovement MOVE_PLAYER 0x801C61
message 0x801C65 MSG_NORMAL
setvar 0x4050 0x0001
release
end

#org 0x801BA1
= Who are you brat?

#Org 0x801BB5
= Grrr, you wont defeat us\nnext time!

#org 0x801BDB
=
release
end

#org 0x801BE0
= TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!

#org 0x801C59
#raw 0x0B ' step right1
#raw 0x09 ' step up1
#raw 0x0B ' step right1
#raw 0xFE 'End of Movements

#org 0x801C5E
#raw 0x54 ' jump0 left
#raw 0xFE 'End of Movements

#org 0x801C61
#raw 0x0B ' step right1
#raw 0x09 ' step up1
#raw 0xFE 'End of Movements

#org 0x801C65
= This text was a big part of the story of the game i wont put it on PC yet..


can somebody pls help me ....
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  #8750    
Old September 1st, 2013 (08:35 AM).
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GoGoJJTech GoGoJJTech is offline
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Quote originally posted by Rezordaxx:
Hi freaking again lol,

I am sooooo bad with script tiles....
so ive made this script and then when i walk over the tile.
nothing happens...

Script...
Spoiler:
'---------------
#dynamic 0x801B52

#org 0x801B52
lockall
special 0x65
message 0x801BE0 MSG_NORMAL
applymovement MOVE_PLAYER 0x801C59
applymovement 4 0x801C5E
trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
msgbox 0x801BDB 0x6
hidesprite 3
hidesprite 4
fadescreen 0x1
showsprite 5
fadescreen 0x0
applymovement MOVE_PLAYER 0x801C61
message 0x801C65 MSG_NORMAL
setvar 0x4050 0x0001
release
end

#org 0x801BA1
= Who are you brat?

#Org 0x801BB5
= Grrr, you wont defeat us\nnext time!

#org 0x801BDB
=
release
end

#org 0x801BE0
= TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!

#org 0x801C59
#raw 0x0B ' step right1
#raw 0x09 ' step up1
#raw 0x0B ' step right1
#raw 0xFE 'End of Movements

#org 0x801C5E
#raw 0x54 ' jump0 left
#raw 0xFE 'End of Movements

#org 0x801C61
#raw 0x0B ' step right1
#raw 0x09 ' step up1
#raw 0xFE 'End of Movements

#org 0x801C65
= This text was a big part of the story of the game i wont put it on PC yet..


can somebody pls help me ....
First of all if you do lockall you need a releaseall too. Second, var 4050 is probably already used. Try this tutorial to get a better grasp on vars: http://www.pokecommunity.com/showthread.php?t=302347
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