IW: You better watch out... I may counterattack with my Ra Tilt... XD
The script freezes after the player walks up one step (the first time). It never warps the player to the desired location. It just freezes... the player can't move anymore, and not important persons stop moving too. I'm not sure if everything freezes, there are no flowers near the event...
Is there a way to make the player move around some more after warping?
Unfortunately, I don't know any other way than to modify the destiny's map's Level Script, and I don't even know if it'd work, since I always have big troubles when touching them (I usually just erase stuff I don't want to happen). The best possible bet is to put Script Events around the destiny's Warp Event, so as soon as the player moves after the warping, stuff keeps happening.
By the way, since I suppose you've been (or will) doing changes to the script, feel free to post the script again (in spoilers, please), 'cause I think the old one is... old, isn't it?
The script it self seems to work properly. When I go up to the person, everything that would happen for a trade, happens, unfortunately, I don't have the pokemon he wants so I can't test if the transaction actually works.
I'm trying to figure out how to change the 2 pokemon being traded.
Hmmm... Well, usually those scripts end up calling some routine in the game, but the script itself does not actually have the poke to be asked for (I know because I tried it before), so basically you are just repeating an existing event (you are not even adding a "new" trading event, even when you are using new offsets). So all you'd really need to do is: use the existing "trading events" offsets, finding all the people who wants to trade in the game, then hex-modify the pokes they want, and the pokes you'll receive.
For that, you may follow my self made guide... (Which I never posted... Should I post it in a new thread...? :\)
Obviously, FR as always, if R/S/E uses the same format for doing the trades, then it could work for those versions as well.
First you need to hex-search for the name of the poke we receive in the trade originally (for example, in FR, we receive a "MIMIEN")
Once you find it, we will notice the name followed by "FF" and then a bunch of "00" (which means free space for the name). Now you can change the name of the poke we'll receive with hex, as long as you respect that the name must still be finished with the "FF" (and at least make sure to leave a "00" as well, just in case)
After that free space comes inmediately XXXX, which should be the value of the ID of the poke we will get (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just find the ID of the new poke, change it to hex (with Windows Calculator on Scientific Mode), and then swap it as I did in my example.
Next is seeing where the next recognizable name starts (in my MIMIEN case, there's a "REYLEY" close to it), that name is the name of the trainer, so to change it, you must do exactly the same as when you changed the poke's name.
After the trainer's name, and free space comes a "0A" (which most likely will be other thing), and after that comes another XXXX, which is the ID of the poke the trainer wants, once again it's swapped-hex, so do it the same way as before to change it.
And, you can even modify the hold item of the poke we'll receive (don't start putting Master Balls! :P), to modify it just: look at the trainer's name again, then start going backwards, and we'll see either a "00" or "FF", and right after it (still going backwards), you'll find another XXXX, which is the ID of the Hold Item (and as you can imagine, it's swapped-hex, so you know how to modify it)
That should be all, if you follow it carefully everyone'll be able to change the pokes involved in a trade, of course, I don't know how to add new ones... But, how many trades will you need? XD