You mean about the Tunnel thing?
Well I basically meant you could just do:
#org @start
call @tunnel
warp 0xf 0xf 0xf 0x0 0x0
#org @tunnel
checkmove
msgbox 0x5
yada yada yada
You basically just run the script as normal, except at the end of the strand where you have a pokemon with the move and you want to use it and it shows all the animation and stuff, just use return instead of end and all you have to worry about is a seperate offset and warp command for each tunnel location.