Script Help Thread (DO NOT REQUEST SCRIPTS) Page 124

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Age 27
Male
Slovenia
Seen March 30th, 2015
Posted July 24th, 2013
3,475 posts
15.2 Years
Yep, didn't work either >.>. Also, now when I try to change Pokemon near him, when I back out, I'll start playing as him instead.
A similar thing happened to me too.
Try changing its OW to see if the problem persists.
If not, you'll just have to play without him. :(
That's what I think.

Logan

Age 28
Male
Salisbury, England
Seen July 19th, 2022
Posted November 12th, 2021
10,414 posts
14.5 Years
What's his movement type? 99% sure it's to do with that.

Logan

Age 28
Male
Salisbury, England
Seen July 19th, 2022
Posted November 12th, 2021
10,414 posts
14.5 Years
No movement type at all. (It's 00)
No :(. What's it's 'movement type' in Advanced Map. It's the small drop-down thingy.

Logan

Age 28
Male
Salisbury, England
Seen July 19th, 2022
Posted November 12th, 2021
10,414 posts
14.5 Years
Change it to 'No Movement' it'll fix it.

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
The flags mess up again; it should be set and it's not, once it is. It's really unpredictable.
Have you tried using different flags? Also, what happens if you try the same script ona clean ROM?


Do I need to use the \n \p \l dividers for a braille string?
Actually, you should better decompile some braille script because you're doing it wrong.


Change it to 'No Movement' it'll fix it.
Nope... That won't fix anything. The actual problem is the Movement value. Which usually never is 00 (outdoors, at least). Copy the value from some other existing NPCs on a clean ROM. But wait, what's the second Unknown value?

Xatoku

Game Developer

Male
Canada
Seen April 16th, 2013
Posted February 23rd, 2013
451 posts
14.2 Years
Have you tried using different flags? Also, what happens if you try the same script ona clean ROM?




Actually, you should better decompile some braille script because you're doing it wrong.




Nope... That won't fix anything. The actual problem is the Movement value. Which usually never is 00 (outdoors, at least). Copy the value from some other existing NPCs on a clean ROM. But wait, what's the second Unknown value?
I changed it to No Movement and made the Movement value 11. I left the Unkown Value alone.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
craig100: Search for Trade Editors in the toolbox, there are a couple. I haven't messed with them myself, but...

Okay, so this script works fine up till the warp, then it just goes to a black screen. I've tried warping to various other locations, and it would either drop me into the middle of the ocean or just go blank again. What'd I do wrong?

Spoiler:

#dynamic 0x800000
#org @brunoisland
lock
faceplayer
checkflag 0x1017
if 0x1 goto @done
checkflag 0x1016
if 0x1 goto @ship
msgbox @ohhi 0x6
release
end
#org @ship
msgbox @wannago 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x6
release
end
#org @done
msgbox @goback 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x6
release
end
#org @yes
msgbox @letsgo 0x6
applymovement 0x10 @stepaboard
waitmovement 0x0
fadescreen 0x1
warp 0x3 0x45 0x3 0x0D 0x7C
fadescreen 0x0
release
end
#org @stepaboard
#raw 0x10 0xFE
#org @ohhi
= Hello to ye on this fine day!
#org @wannago
= Ah, ye'd be [player], am I\nright? Bruno gave me specific orders\ltae wait for ye.\pSo, ye wanna come to the training\nground, Bruno's Island?
#org @no
= No? Well, that's your decision,\nso 'tis[.]
#org @goback
= You again, eh? Well, ol' Bruno\nsaid to me, he said, "Whenever\l[player] wants tae come visit, ye\lgive him a ride, understand?"\pSo, did ye want to be visitin' the\ngrand ole Island again?
#org @letsgo
= Hahar! Right y'are, then!\nHop aboard!


Also, when I decompiled braille scripts, they were each only one line long. Is it possible to make a braille string longer?
Credit for my avatar goes to the Lego company. :)
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
i had seen the tools i wanted to do it in XSE.
because i was trying to figure out.
how to trade two pokemon for one.
for example trade charmander and bellsprout for a lugia.

but thanks though
That will actually require ASM, because the only way to take away a Pokemon in XSE (except through the preset trades) is by using the daycare script to store it. If you're really serious about it, Thethethethe wrote an ASM routine for takepokemon, you can find it if you just go to thethethethe's profile and search for all threads started by him.
Credit for my avatar goes to the Lego company. :)

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 3 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
...
...
...
#org @yes
msgbox @letsgo 0x6
applymovement 0x10 @stepaboard
waitmovement 0x0
fadescreen 0x1
warp 0x3 0x45 0x3 0x0D 0x7C
fadescreen 0x0
release
end
...
...
...
I haven't been scripting for a while, but as I recall, warps are usually being read as the last part of the script. Try this...
#org @yes
msgbox @letsgo 0x6
applymovement 0x10 @stepaboard
waitmovement 0x0
warp 0x3 0x45 0x3 0x0D 0x7C
release
end
I think those fadescreens are useless since warps are usually setting the game to fadescreen automatically, plus the other fadescreen won't be read anymore. I might be wrong though, for it seems that you're scripting on a FireRed ROM. Though it's worth a try. Save a back-up, btw~
No idea about your braille problem.

Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
Nice new avatar! o.o
The fadescreens aren't the problem(and yes, you're right, they are stupid and unnecessary :\). Actually, I had taken them out of the script, but forgot to take them out of my pasted copy as well, because I'm a goofball.
For the moment, this really isn't that big of a problem (I've got an alternate method planned out anyway), but I'd like to have the issue resolved if for no other reason than so I don't do it again, lol.
Anyway, thanks for your help, I appreciate it.
Credit for my avatar goes to the Lego company. :)

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
That will actually require ASM, because the only way to take away a Pokemon in XSE (except through the preset trades) is by using the daycare script to store it. If you're really serious about it, Thethethethe wrote an ASM routine for takepokemon, you can find it if you just go to thethethethe's profile and search for all threads started by him.
Nope... he just wanted to edit the in-game trades.


Nice new avatar! o.o
The fadescreens aren't the problem(and yes, you're right, they are stupid and unnecessary :\). Actually, I had taken them out of the script, but forgot to take them out of my pasted copy as well, because I'm a goofball.
For the moment, this really isn't that big of a problem (I've got an alternate method planned out anyway), but I'd like to have the issue resolved if for no other reason than so I don't do it again, lol.
Anyway, thanks for your help, I appreciate it.
Well, you better decompile some in-game scripts, from a clean ROM. So you'll see how to use the warp commands correctly. And no, what destinedjagold posted is not totally correct. Oh, BTW, you don't need any fadescreen after warp, because the game will take care of that.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
Nope... he just wanted to edit the in-game trades.




Well, you better decompile some in-game scripts, from a clean ROM. So you'll see how to use the warp commands correctly. And no, what destinedjagold posted is not totally correct. Oh, BTW, you don't need any fadescreen after warp, because the game will take care of that.
Er, I idolize you, but you've gotten a little mixed-up.
First, about the trades, he wanted to create a trade of two Pokemon for one, which would, as far as I know, require ASM...

Second, I've used the warp command before, and it's worked beautifully. Also, I mentioned in my last post that I had already removed the fadescreen commands...
Thanks though! For the moment, I'm just circumventing the problem and taking the storyline in a different direction.

EDIT: May have found the warp problem, by looking at my own scripts from earlier 0.o
EDIT AGAIN: Thanks Hackmew for making me look at the script more closely. Turns out (as you probably know), I had written the map offsets in hex, so I just changed them to decimal and now it works! Awesomeness! Thanks again!
Credit for my avatar goes to the Lego company. :)

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
Er, I idolize you, but you've gotten a little mixed-up.
First, about the trades, he wanted to create a trade of two Pokemon for one, which would, as far as I know, require ASM...
Well, not really, it's just I quoted your message instead of him's. His previous message was actually different. Then he asked to trade two Pokémon for one, instead. And that would require ASM indeed. BTW, the thethethethe routine was and still is buggy, so I guess the one I posted would be a better choice.


EDIT AGAIN: Thanks HackMew for making me look at the script more closely. Turns out (as you probably know), I had written the map offsets in hex, so I just changed them to decimal and now it works! Awesomeness! Thanks again!
You're welcome. Out of curiosity, did you remove all fadescreens and put a waitstate right after the warp command?
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
I removed the fadescreens, but didn't insert a waitstate.
...
Come to think of it, I have no clue what waitstate does. Time to break out the ol' command guide, I guess :s
I didn't know you'd made an ASM routine for that, I'll have to search that later. I thought thethethethe's was the only one out there.
Thanks again!
EDIT: Okay, so the XSE guide says that waitstate tells the script to "wait state." What exactly does that mean?
Credit for my avatar goes to the Lego company. :)

HackMew

Mewtwo Strikes Back

Seen October 26th, 2011
Posted October 15th, 2010
1,314 posts
16.9 Years
EDIT: Okay, so the XSE guide says that waitstate tells the script to "wait state." What exactly does that mean?
The game will be waiting and the player will be locked in the meanwhile. It used in scripts where there's a screen fading (e.g. the naming special), and the scripts needs to wait till the screen fades back to continue. Okay, it might not be a really good explanation, but that's more or less what it happens.
Seen February 21st, 2010
Posted February 13th, 2010
1 posts
14.7 Years
Hi, this is my first time posting here, but I've been lurking a lot.
I did a search for my problem but I didn't see anything related so please forgive me if this actually has been asked before.
Anyway, my problem:
Base game: FireRed
Script editor: XSE
I changed the starter pokemon, and then I tried changing the text that shows when you choose one for each pokeball on the table, in XSE. However, after I compile it and close XSE, it doesn't quite save it right. The text for the first pokemon (the leftmost one) seems to disappear.

Before compiling:
Spoiler:
'---------------
#org 0x169DAE
lock
faceplayer
setvar 0x4001 0x2
setvar 0x4002 0x118
setvar 0x4003 0x11B
setvar 0x4004 0x6
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '"Oh! CHARMANDER is your choice.\nYo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '"Hm! CYNDAQUIL is your choice.\nIt'..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! TORCHIC is your choice.\nYou s..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x8B 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
= Oh! CHARMANDER is your choice.\nYou will do well with it.\pSo, [player], you want the\nFIRE POKEMON CHARMANDER?

#org 0x18E207
= Hm! CYNDAQUIL is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nFIRE POKéMON CYNDAQUIL?

#org 0x18E194
= Ah! TORCHIC is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON TORCHIC?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements


After compiling:
Spoiler:
'---------------
#org 0x169BAB
lock
faceplayer
setvar 0x4001 0x0
setvar 0x4002 0x4
setvar 0x4003 0x7
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '""
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '"Hm! CYNDAQUIL is your choice.\nIt'..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! TORCHIC is your choice.\nYou s..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x8B 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
=

#org 0x18E207
= Hm! CYNDAQUIL is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nFIRE POKéMON CYNDAQUIL?

#org 0x18E194
= Ah! TORCHIC is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON TORCHIC?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements


Any help would be greatly appreciated. Thanks.

Pokepal17

More cowbell~

Age 28
Male
Steeltown
Seen July 7th, 2011
Posted May 22nd, 2011
1,517 posts
14.6 Years
Hi, this is my first time posting here, but I've been lurking a lot.
I did a search for my problem but I didn't see anything related so please forgive me if this actually has been asked before.
Anyway, my problem:
Base game: FireRed
Script editor: XSE
I changed the starter pokemon, and then I tried changing the text that shows when you choose one for each pokeball on the table, in XSE. However, after I compile it and close XSE, it doesn't quite save it right. The text for the first pokemon (the leftmost one) seems to disappear.

Before compiling:
Spoiler:
'---------------
#org 0x169DAE
lock
faceplayer
setvar 0x4001 0x2
setvar 0x4002 0x118
setvar 0x4003 0x11B
setvar 0x4004 0x6
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '"Oh! CHARMANDER is your choice.\nYo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '"Hm! CYNDAQUIL is your choice.\nIt'..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! TORCHIC is your choice.\nYou s..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x8B 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
= Oh! CHARMANDER is your choice.\nYou will do well with it.\pSo, [player], you want the\nFIRE POKEMON CHARMANDER?

#org 0x18E207
= Hm! CYNDAQUIL is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nFIRE POKéMON CYNDAQUIL?

#org 0x18E194
= Ah! TORCHIC is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON TORCHIC?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements


After compiling:
Spoiler:
'---------------
#org 0x169BAB
lock
faceplayer
setvar 0x4001 0x0
setvar 0x4002 0x4
setvar 0x4003 0x7
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '""
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '"Hm! CYNDAQUIL is your choice.\nIt'..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! TORCHIC is your choice.\nYou s..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x8B 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
=

#org 0x18E207
= Hm! CYNDAQUIL is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nFIRE POKéMON CYNDAQUIL?

#org 0x18E194
= Ah! TORCHIC is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON TORCHIC?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements


Any help would be greatly appreciated. Thanks.
Okay, judging by this you used an original script for the game, but it seems you may have edited it adn overwritten some stuff. My advice is to write the script yourself from scratch or enable the refactoring mode on XSE so every time you recomplie, it's at a clean offset.
Pokémon Stardrop

chrunch

Male
Seen December 10th, 2021
Posted February 24th, 2021
1,343 posts
13.6 Years
Game: Firered
Type: Person event
editor: Pokescript
Script:
Spoiler:

#org $script
lock
faceplayer
checkflag 0x1200
if 0x01 goto $done
message $talk
$talk 1 = No matter how hard \nI try, I can't seem to beat \pWave... If I can't get the \nSplashBadge, what use is this? Go \pahead, take it, it's no
use to me.
boxset 6
giveitem 0xD 1
setflag 0x1200
release
end
#org $done
message $HM01
$Hm01 1 = With Cut, you can cut down \nsmall trees that block your \pway. But you need the SplashBadge\n use it outside of battle...
boxset 6
release
end

Screenie: