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  #1326   Link to this post, but load the entire thread.  
Old June 21st, 2008 (1:03 AM).
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Cy-Chan Cy-Chan is offline
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Quote:
Originally Posted by adiktus View Post
Awesome stuff.
I completely forgot about the movement thing, thanks. That bit works now.

For the flags though, I'm trying to use the ones already used by the game. I decompiled the starter script and the S.S. Anne Rival battle script, and found those values. Are they wrong?
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Old June 21st, 2008 (1:27 AM). Edited June 21st, 2008 by adiktus.
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Well, if you know what you're doing about the flags, then use them. But... the ones that determine your rival's pokemon aren't flags.. they're variables.. I listed them somewhere here (3 pages before, I think).. Search for them

EDIT: actually on page 49 >.<

Anyway.. its variable 0x4031
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Old June 22nd, 2008 (4:04 AM).
One Winged Angel One Winged Angel is offline
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Hey guys, i have a problem here.
in this script, the person turns around instead of looking up.
It also skips move3.

Code:
#org $start
lock
faceplayer
checkflag 0x29F
if b_true goto $done
message $hey
boxset 6
applymovement 0xFF $hey2
pausemove 0x0
special 0x113
applymovement 0x7F $camera
pausemove 0x10
special 0x114
special 0x113
applymovement 0x7F $camera2
pausemove 0x0
special 0x114
applymovement 0xFF $move
pausemove 0
applymovement 0x02 $move2
pausemove 0
applymovement 0xFF $move3
pausemove 0
message $psyduck
boxset 4
#raw 0x68
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
message $psy
boxset 6
givepokemon 79 10 0
fanfare 0x13E
message $received
boxset 4
waitfanfare
#raw 0x68
message $Would
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
fadescreen 0x01
#raw 0x53
#raw 0x00
#raw 0x00
#raw 0x53
#raw 0x00
#raw 0x00
#raw 0x53
#raw 0x00
#raw 0x00
#raw 0x53
#raw 0x00
#raw 0x53
#raw 0x00
#raw 0x00
fadescreen 0x00
setflag 0x29F
release
end

#org $done
release
end

#org $hey
$hey 1 = \v\h01: Hey, what's going on\nover there?

#org $hey2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org $camera
#raw 0x11 0x11 0x11 0x11 0x11 0xFE

#org $camera2
#raw 0x10 0x10 0x10 0x10 0x10 0xFE

#org $move
#raw 0x11 0x11 0xFE

#org $move2
#raw 0x62 0x12 0x01 0xFE

#org $move3
#raw 0x11 0x11 0xFE

#org $psyduck
$psyduck 1 = \v\h01: This Psyduck appears to\nbe afraid of the water. Maybe\lI should help it.

#org $psy
$psy 1 = Psyduck: Psy psy psy?\n\v\h01: You want to join my team?

#org $received
$received 1 = You received a Psyduck.

#org $would
$would 1 = Would you like to rename Psyduck?

#org $name
call 0x1A74EB
return
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Old June 22nd, 2008 (5:14 AM).
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Master_Track Master_Track is offline
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I'm not sure to know the problem, but there are a few things I could tell you.
first of all: what's the purpose of thos #raw 0x53? It's hidesprite, and you use #raw 0x53 0x00 0x00 threetimes, so you let the person with number 0 vanish 3 times
and the next one isn't even used right, it's #raw 0x53 0x00 O.o
and then again, #raw 0x53 0x00 0x00, you let person 0 vanish again (do you hate this person so much? xD)

and if you use a mark like ! or ?, make an extra movement.
better write
#raw 0x2F 0x15 0x00 (sound for mark)
applymovement 0x02 $move2
pause 0x1E
pause 0x30 (these two commands will make the appearence of the mark perfect ^^)
applymovement 0x02 $move22
pausemove 0x0

#org $move2
$move2 1 ; #binary 0x62 0xFE

#org $move22
$move22 1 ; #binary 0x12 0x01 0xFE


it could be that that's the problem ;)
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Old June 23rd, 2008 (2:06 AM).
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problem with sign script every other script works fine but my sign script just wont. when i read it in the game it comest with square kind of textbox in upper right corner where reads:

sevii islands
navel rock
exit

here is the script
Spoiler:
#org $sign
message $text
textbox 6
end

#org $text
$text 1 = Crazy old mans house
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Old June 23rd, 2008 (3:01 AM).
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Uh..shouldn't it be "boxset"?
Signs are Boxset 4 I think
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Old June 23rd, 2008 (3:04 AM). Edited June 23rd, 2008 by dudez.
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Quote:
Originally Posted by dark lakitu View Post
Uh..shouldn't it be "boxset"?
Signs are Boxset 4 I think
Oh thanks my mistake :D but i need it to be in boxset 6 so i dont change that

E:still doesen't work i tried even that boxset 4 but still same stuff comes
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Old June 23rd, 2008 (5:03 AM).
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@dudez Try to check your signpost again.. Maybe you got the offsets mixed up. There's nothing wrong with the script now.
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Old June 23rd, 2008 (7:34 AM).
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oh well now im frustrated my rom crashed so i dont need to worry that i think it is something in the rom cause it doesent work even in the backup need to start again with new rom
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Old June 23rd, 2008 (10:34 PM).
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what's wrong with this script it wont work
#org $start
lock
faceplayer
message $10
givepokemon 1 5 0
give item = 5x#DEFINE_POKEBALL
release
end
message $10
here is your starter pack
DISSAPEAR SPRITE
release
message $11
data
end
message $11
bye


this is what i wanted to happen he gives you you the pokemon then item,says bye
then the sprite you are talking to dissapears can someone fix it plz
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Old June 24th, 2008 (3:03 PM).
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Quote:
Originally Posted by craig4545d View Post
what's wrong with this script it wont work
#org $start
lock
faceplayer
message $10
givepokemon 1 5 0
give item = 5x#DEFINE_POKEBALL
release
end
message $10
here is your starter pack
DISSAPEAR SPRITE
release
message $11
data
end
message $11
bye


this is what i wanted to happen he gives you you the pokemon then item,says bye
then the sprite you are talking to dissapears can someone fix it plz
Here it is, but fixed.
Spoiler:
#org $start
lock
faceplayer
message $1
$1 1 =Here is your Starter\nPack.
boxset 6
givepokemon 1 5 0
giveitem 4 5
message $2
$2 1 =Bye!
boxset 6
#raw 0x53 0x0F 0x80
release
end


I hope that should work. It's for FR. You can change the text all you want, but when you think that it's going to go off the screen, add a /n for new lines, or /p for a whole new paragraph.

Diego
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Old June 25th, 2008 (7:41 AM).
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Hi all,

I'm trying to write a level script for oak's lab, and use advancemap 1.92 to put it in.
Here is the script now:
Code:
#dynamic 0x8000000
#org @start
lockall
applymovement 0xFF @walkup
waitmovement 0
setflag 0x203
setvar 0x8001 0x2
releaseall
end
#org @walkup
#binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0xFE
(I'm using XSE btw,)
The level script type is 02, flag is 8001 and value is 0001, everything works when I set that var earlier in the game, but after the script finishes, I get this:


Any Help?

~cpuDuDe08~
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Old June 25th, 2008 (7:51 AM).
Working Class Hero Working Class Hero is offline
 
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Quote:
#dynamic 0x26E4C3

#org @start
trainerbattle 0 0x001 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= Aren't bugs great?

#org @after
= Nooo! My bugs!

#org @beaten
= How could you squash my\npoor bugs?
I am trying to make a trainer battle but I really have no clue how to. Can someone help me please? 3=
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Old June 25th, 2008 (11:01 AM).
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To fix that error, go to the grayed out script offset in a hex editor. You should see something like 018001008008 for var 8001 and val 1. If there is FFFF after the 08, change it to 0000.
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Old June 25th, 2008 (12:32 PM).
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Quote:
Originally Posted by αωαταρ αανγ View Post
I am trying to make a trainer battle but I really have no clue how to. Can someone help me please? 3=
no problem ;)

To make it work properly, trainerbattle should be written like this:

trainerbattle 0x1 0x00 0x00 @before @after @later
0x1 if you want to make the script continue after the battle, somethin like applymovement or fadescreen with hidesprite.

0x0 if you just want to make a normal one, than you don't need the pointer for @later since there is no later ^^. But you seem to know that, since you made a normal one.
it should work if you write it like this:
Code:
#dynamic 0x26E4C3

#org @start
trainerbattle 0x0 0x01 0x00 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= Aren't bugs great?

#org @after
= Nooo! My bugs!

#org @beaten
= How could you squash my\npoor bugs?
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Old June 25th, 2008 (12:58 PM). Edited June 25th, 2008 by ~CyberKitsune09~.
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Quote:
Originally Posted by megiddo View Post
To fix that error, go to the grayed out script offset in a hex editor. You should see something like 018001008008 for var 8001 and val 1. If there is FFFF after the 08, change it to 0000.
TYVM! That worked like a Chram! (And it DIDN'T Put me back 2 days in scritpting Devolpment!)

But 1 more Q, This is a tile reight inbetween the Bookcases That stops you from leaving oak and Makes the scientest give you a item... the Oak stopper works but after the scientest is done, the level script repeats making you walk through Oak (O.O) and puts you right above him, this ONLY happnes with the scientest...
Here is the script:
Code:
#dynamic 0x8000000
#org @start
lock
checkflag 0x203 
if 0x1 goto @no
release
end
 
#org @no
checkflag 0x828
if 0x1 goto @lab
message @wait
boxset 6
applymovement 0xFF @btl
waitmovement 0
return
 
#org @lab
checkflag 0x204
if 0x1 goto @done
applymovement 0x1 @guy
waitmovement 0
message @gui
boxset 6
giveitem 13 1 0
applymovement 0x1 @gyi
waitmovement 0
setflag 0x204
release
end
 
#org @wait
= Oak: Wait! Don't go out! Talk to\nme!
 
#org @btl
#binary 0x1E 0xFE
 
#org @guy
#binary 0x0F 0x0F 0x0F 0x01 0xFE
 
#org @gui
= Here take this for your quest,
 
#org @gyi
#binary 0x0E 0x0E 0x0E 0xFE
 
#org @done
release
end
Any Help?
(And http://s255.photobucket.com/albums/hh126/cpuDuDe12/?action=view&current=Look2.flv is a Low-Quilaty Video that shows what goes wrong)
~cpuDuDe08~
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Old June 25th, 2008 (1:54 PM). Edited June 25th, 2008 by jrobert755.
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this is what happens. i created a script to pick up an item in a pokeball, and it does. then, as soon as i move, the pokeball comes back. i set the pokemon id to the flag location, too. here is the script:
#org $start
lock
checkflag 0x0201
if b_true goto $done
giveitem 20 1
#raw 0x53
#raw 0x06
#raw 0x00
setflag 0x0201
release
end

#org $done
release
end

how do i fix it?

EDIT: Figured it out. had to add the hide sprite at the $done section or had to leave the map to let the new script take place, or both. sorry for posting.
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Old June 25th, 2008 (2:52 PM).
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adiktus adiktus is offline
 
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Quote:
Originally Posted by ~cpuDuDe08~ View Post
TYVM! That worked like a Chram! (And it DIDN'T Put me back 2 days in scritpting Devolpment!)

But 1 more Q, This is a tile reight inbetween the Bookcases That stops you from leaving oak and Makes the scientest give you a item... the Oak stopper works but after the scientest is done, the level script repeats making you walk through Oak (O.O) and puts you right above him, this ONLY happnes with the scientest...
Here is the script:
Code:
#dynamic 0x8000000
#org @start
lock
checkflag 0x203 
if 0x1 goto @no
release
end
 
#org @no
checkflag 0x828
if 0x1 goto @lab
message @wait
boxset 6
applymovement 0xFF @btl
waitmovement 0
return
 
#org @lab
checkflag 0x204
if 0x1 goto @done
applymovement 0x1 @guy
waitmovement 0
message @gui
boxset 6
giveitem 13 1 0
applymovement 0x1 @gyi
waitmovement 0
setflag 0x204
release
end
 
#org @wait
= Oak: Wait! Don't go out! Talk to\nme!
 
#org @btl
#binary 0x1E 0xFE
 
#org @guy
#binary 0x0F 0x0F 0x0F 0x01 0xFE
 
#org @gui
= Here take this for your quest,
 
#org @gyi
#binary 0x0E 0x0E 0x0E 0xFE
 
#org @done
release
end
Any Help?
(And http://s255.photobucket.com/albums/hh126/cpuDuDe12/?action=view&current=Look2.flv is a Low-Quilaty Video that shows what goes wrong)
~cpuDuDe08~
Interesting.. you mean to tell me that variable 0x8001 resets to 1 after the level script? :shocked:

Have you used all variables from 0x7000 to 0x8000? If not, use those as, in theory, they're not used by the game...

And thanks for telling us about variable 0x8001. I could use it. :badsmile:

Oh, and @megiddo... XD you're getting real good with level scripts.
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Old June 26th, 2008 (3:21 AM).
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My pokescript gives error when i try compile script it shows up like this:

Run-time error '457':

this key is already associated with an element of this collection

Other scripts work just fine
Here's my script:

Spoiler:
#org $Professor
checkflag 0x204
if_b true goto $last
checkflag 0x202
if b_true goto $gogetpokemon
message $1
boxset 6
setflag 0x202
release
end

#org $gogetpokemon
checkflag 0x203
if b_true goto $pokedex
message $2
boxset 6
release
end

#org $pokedex
message $3
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x04 $move3
setflag 0x829
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
setflag 0x204
release
end

#org $last
message $takecare
boxset 6
release
end

#org $move
#raw 0x12 0x11 0xFE

#org $move2
#raw 0x60 0xFE

#org $move3
#raw 0x10 0x13 0xFE

#org $1
$1 1 = Hi there \v\h01! You came here \nbecause you want your own \lpokemon? Sure, go an choose.

#org $2
$2 = Go and pick one

#org $3
$2 = So, you got pokemon now? \nGood, now i give you a pokedex \pits used to get data from \npokemon

#org $takecare
$takecare 1 = Take good care of that \npokemon!

#org $4
$4 1 = You got a \c\h01\h04Pokedex!
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Old June 26th, 2008 (3:41 AM).
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adiktus adiktus is offline
 
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Quote:
Originally Posted by dudez View Post
#org $3
$2 = So, you got pokemon now? \nGood, now i give you a pokedex \pits used to get data from \npokemon
There's your problem. Change $2 to $3.
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Old June 26th, 2008 (3:58 AM). Edited June 26th, 2008 by dudez.
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Quote:
Originally Posted by adiktus View Post
There's your problem. Change $2 to $3.
Heh i always have these little problems i cant find XD thanks

E:still wont work it goes to the rom but it gives strange letters to the textbox when i talk i try to comment twice more so i can put the pic of it
i put script here again
Spoiler:
#org $Professor
checkflag 0x204
if_b true goto $last
checkflag 0x202
if b_true goto $gogetpokemon
message $1
boxset 6
setflag 0x202
release
end

#org $gogetpokemon
checkflag 0x203
if b_true goto $pokedex
message $2
boxset 6
release
end

#org $pokedex
message $3
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x04 $move3
setflag 0x829
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
setflag 0x204
release
end

#org $last
message $takecare
boxset 6
release
end

#org $move
#raw 0x12 0x11 0xFE

#org $move2
#raw 0x60 0xFE

#org $move3
#raw 0x10 0x13 0xFE

#org $1
$1 1 = Hi there \v\h01! You came here \nbecause you want your own \lpokemon? Sure, go an choose.

#org $2
$2 = Go and pick one

#org $3
$2 = So, you got pokemon now? \nGood, now i give you a pokedex \pits used to get data from \npokemon

#org $takecare
$takecare 1 = Take good care of that \npokemon!

#org $4
$4 1 = You got a \c\h01\h04Pokedex!
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Old June 26th, 2008 (5:58 AM).
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Megiddo-san Megiddo-san is offline
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@linkinzelda I'll know and I'll put the raws here soon. They're for a battle with the oak intro.

@adiktus Yeah XD
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Old June 26th, 2008 (6:03 AM).
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@dudez...
try this then. :\
Code:
#org $Professor
checkflag 0x204
if_b true goto $last
checkflag 0x202
if b_true goto $gogetpokemon
message $1
boxset 6
setflag 0x202
release
end

#org $gogetpokemon
checkflag 0x203
if b_true goto $pokedex
message $2
boxset 6
release
end

#org $pokedex
message $3
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x04 $move3
setflag 0x829
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
setflag 0x204
release
end

#org $last
message $takecare
boxset 6
release
end

#org $move
$move 1 ; #binary 0x12 0x11 0xFE

#org $move2
$move2 1 ; #binary 0x60 0xFE

#org $move3
$move3 1 ; #binary 0x10 0x13 0xFE

#org $1
$1 1 = Hi there \v\h01! You came here \nbecause you want your own \lpokemon? Sure, go an choose.

#org $2
$2 1 = Go and pick one

#org $3
$3 1 = So, you got pokemon now? \nGood, now i give you a pokedex \pits used to get data from \npokemon

#org $takecare
$takecare 1 = Take good care of that \npokemon!

#org $4
$4 1 = You got a \c\h01\h04Pokedex!
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  #1349   Link to this post, but load the entire thread.  
Old June 26th, 2008 (10:32 AM). Edited June 26th, 2008 by dudez.
dudez's Avatar
dudez dudez is offline
...
 
Join Date: Feb 2008
Gender:
Posts: 17
Sorry but still not working
shows up like this

What to do
this is the last script i tried
Spoiler:
#org $Professor
checkflag 0x204
if_b true goto $last
checkflag 0x202
if b_true goto $gogetpokemon
message $1
boxset 6
setflag 0x202
release
end

#org $gogetpokemon
checkflag 0x203
if b_true goto $pokedex
message $2
boxset 6
release
end

#org $pokedex
message $3
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x04 $move3
setflag 0x829
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
setflag 0x204
release
end

#org $last
message $takecare
boxset 6
release
end

#org $move
$move 1 ; #binary 0x12 0x11 0xFE

#org $move2
$move2 1 ; #binary 0x60 0xFE

#org $move3
$move3 1 ; #binary 0x10 0x13 0xFE

#org $1
$1 1 = Hi there \v\h01! You came here \nbecause you want your own \lpokemon? Sure, go an choose.

#org $2
$2 1 = Go and pick one

#org $3
$3 1 = So, you got pokemon now? \nGood, now i give you a pokedex \pits used to get data from \npokemon

#org $takecare
$takecare 1 = Take good care of that \npokemon!

#org $4
$4 1 = You got a \c\h01\h04Pokedex!

E:well im not even sure if that works on pokescript but thanks anyway destinejagold if i cant get the solution for that i need to make some of it a prof oaks script and some of it i just put in script tile may work that way gonna test that now
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  #1350   Link to this post, but load the entire thread.  
Old June 26th, 2008 (3:02 PM).
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adiktus adiktus is offline
 
Join Date: May 2008
Nature: Hardy
Posts: 248
Uhh.. your last problem.. it's not the level script.. it's the script when you talk to Oak?
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