Script Help Thread (DO NOT REQUEST SCRIPTS) Page 164

Started by HackMew December 20th, 2008 5:10 AM
  • 625740 views
  • 9682 replies

vietazn654

A sound soul dwells within me

Age 28
Male
Virginia
Seen August 21st, 2014
Posted July 26th, 2010
371 posts
13.2 Years
I just tried compiling it and it worked =X what editor are you using?
it's alright ^^ i remade it and it worked. it must be something wit the text. thanks anyways ^^

I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this in your signature.
Male
Seen May 7th, 2012
Posted May 7th, 2012
114 posts
13.1 Years
I am using PSKV

and I want to make a script in which you turn over three items
Spoiler:
#dyn 0x740020
#org @start
lock
storeitem 0 none
storeitem 1 SAPPHIRE
storeitem 1 RUBY
storeitem 1 THUNDERSTONE
checkitem NONE 1
compare LASTRESULT 0
if == jump @donthave
checkitem SAPPHIRE 1
checkitem RUBY 1
checkitem THUNDERSTONE 1
compare LASTRESULT 0
if == jump @donthave
msgbox @msg-have
callstd MSG_YESNO
compare LASTRESULT YES
if == jump :end
removeitem SAPPHIRE 1
removeitem RUBY 1
removeitem THUNDERSTONE 1
additem none 1
msgbox @finished
callstd MSG_NOCLOSE
:end
release
end
#org @donthave
msgbox @msg-donthave
callstd MSG_NOCLOSE
storeitem 0 NONE
msgbox @msg-donthave2
callstd MSG_NOCLOSE
release
end
#org @msg-donthave
= Disturb not the harmony,\n of FIRE, ICE, and LIGHTNING.
#org @msg-donthave2
= Lest these Titans bring destruction\nupon the world in which they clash.\pThough the Water's Great Guardian\nshall rise to quell the fighting.\pAlone it's song will fail.\nThus the Earth shall turn to Ash.\pO, Chosen One, into thine hands\nbring together all three, their\ptrasures combined to tame\nthe Beast of the Sea.
#org @have
= Place the Thunder gem, Fire gem, and Ice gem?
#org @finished
= You completed the Legends festival!



but instead I get this.
most of it went through, but why did it change to \h7F v\H24
would the script still work the same way as I plan it to?

Spoiler:
#org 0x8740FC0
'-----------------------------------
lock
storeitem 0x0 NONE
storeitem 0x1 SAPPHIRE
storeitem 0x1 RUBY
storeitem 0x1 THUNDERSTONE
checkitem NONE 1
compare LASTRESULT 0x0
if == jump 0x874102C ' Equal To
checkitem SAPPHIRE 1
checkitem RUBY 1
checkitem THUNDERSTONE 1
compare LASTRESULT 0x0
if == jump 0x874102C ' Equal To
msgbox 0x8000000 ' \h7F v\h24
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x874102A ' Equal To
removeitem SAPPHIRE 1
removeitem RUBY 1
removeitem THUNDERSTONE 1
additem NONE 1
msgbox 0x87411E0 ' You completed the Le...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end
#org 0x874102C
'-----------------------------------
msgbox 0x8741042 ' Disturb not the harm...
callstd MSG_NOCLOSE ' Non-closing message
storeitem 0x0 NONE
msgbox 0x8741079 ' Lest these Titans br...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end
#org 0x874102A
'-----------------------------------
release
end

#org 0x8000000
= \h7F v\h24
#org 0x87411E0
= You completed the Legends festival!
#org 0x8741042
= Disturb not the harmony,\n of FIRE, ICE, and LIGHTNING.
#org 0x8741079
= Lest these Titans bring destruction\nupon the world in which they clash.\pThough the Water's Great Guardian\nshall rise to quell the fighting.\pAlone it's song will fail.\nThus the Earth shall turn to Ash.\pO, Chosen One, into thine hands\nbring together all three, their\ptrasures combined to tame\nthe Beast of the Sea.
http://www.pokecommunity.com/showthread.php?t=220574
My Main Hack: Pokemon: World Tour



.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
I couldn't find a thread with sound offsets in it, so unless I was completely blind, I need help. Sort of.

This script works perfectly for me. I just need to know what to put to play the sound of a door opening or something that suits a pathway being revealed. Here's my script:

Spoiler:
#org @start
lockall
countpokemon
compare 0x800D 0x6
if 0x1 goto @pass
msgbox @1 0x3
releaseall
end

#org @pass
msgbox @2 0x3
setmaptile 0x09 0x03 0x281 0x0
special 0x8E
releaseall
end

#org @1
= You must be a true Trainer\nwith a party of six.\pOnly then will the path\nbe revealed to you.

#org @2
= One, two, three,\nfour, five, six...\pYou are a true Trainer.\nPlease continue.


I want it to happen after before setmaptile

Lollypop

Member since '07 <300 posts

Age 25
Male
Melbourne,Australia
Seen September 28th, 2016
Posted November 1st, 2015
250 posts
15.5 Years
argh when i type up the script and put it onto my firered rom on a random npc. u hear a click sound and but no script. help!!

#dynamic 0x456734
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.\nMy name is Chris.
N.W.A

(N-words with attitude)
ATL
Seen June 9th, 2015
Posted October 3rd, 2010
397 posts
14.2 Years
argh when i type up the script and put it onto my firered rom on a random npc. u hear a click sound and but no script. help!!

#dynamic 0x456734
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.\nMy name is Chris.
Try putting the #dynamic as 0x800000 and then copying the offset it gives you onto the player event. Also, don't use npcs that are already there, make new ones, and if that still doesn't work, try deleting the level scripts on the map if there are any.





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
ATL
Seen June 9th, 2015
Posted October 3rd, 2010
397 posts
14.2 Years
Go to events and change the number to one higher, and click "change events." That should make a sprite appear in the top left corner.





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.

qaz015393

pokemon revenge developer

Age 32
Male
Seen 6 Hours Ago
Posted 6 Days Ago
785 posts
13.8 Years
im try to make an event were i enter a town & see a pokemon then he gets that ! & notices me & runs of (like the dogs in g/s/c). this is what i have:
Game: ruby
Type:xse 
Editor: 
Script:
Spoiler:
#dynamic 0x2166F0 #org @start checkflag 0x01 if 0x01 goto @done lock faceplayer textcolor 0x01 Message @Speak BoxSet 0x6 setflag 0x4 release end #org @done faceplayer clearflag 0x04 release end #org @Speak = !!!
can someone tell me what i did as soon as posible. and can you show me how to fix it so it would work right cause right now its not working.

locoroco

Ginga Densetsu Weed ANIME PWNS

Age 27
Male
Manati, Puerto rico
Seen January 15th, 2011
Posted December 21st, 2010
251 posts
13.6 Years
First what version are you using of xse and maybe i can help you and now i need some help

Xse newest version pokemon fire red

'---------------
#org 0x80173E
checkflag 0x1000
if 0x1 goto 0x8801872
hidesprite 0x3
showsprite 0x3
waitmovement 0x3
applymovement 0x3 0x8801784
waitmovement 0x3
msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
setflag 0x82F
fanfare 0x13E
waitfanfare
msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
applymovement 0x3 0x8801789
waitmovement 0x3
hidesprite 0x3
setflag 0x1000
release
end

'---------------
#org 0x801872
release
end


'---------
' Strings
'---------
#org 0x80178E
= Hi honey today is you're birthday.\nHere is you're gift.

#org 0x8017C8
= You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.


'-----------
' Movements
'-----------
#org 0x801784
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x801789
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

i cant get the running shoes and i want the mom to be invisible until i step on the script tile she moves and everything but those 2 issues i cant fix.
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ATL
Seen June 9th, 2015
Posted October 3rd, 2010
397 posts
14.2 Years
im try to make an event were i enter a town & see a pokemon then he gets that ! & notices me & runs of (like the dogs in g/s/c). this is what i have:
Game: ruby
Type:xse 
Editor: 
Script:
Spoiler:
#dynamic 0x2166F0 #org @start checkflag 0x01 if 0x01 goto @done lock faceplayer textcolor 0x01 Message @Speak BoxSet 0x6 setflag 0x4 release end #org @done faceplayer clearflag 0x04 release end #org @Speak = !!!
can someone tell me what i did as soon as posible. and can you show me how to fix it so it would work right cause right now its not working.
Right off the bat, for those scripts you need the movesprite2 command, make him run out sight using applymovements and then use movesprite2 to move him anywhere on the map. If you use applymovements, the sprite can only go like 10 spots away, and if you use regular movesprite, he will revert back to his original position.





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.

qaz015393

pokemon revenge developer

Age 32
Male
Seen 6 Hours Ago
Posted 6 Days Ago
785 posts
13.8 Years
thanks. i saw that from youtube & i've been trying to fix it but still no luck. this is what i have now (dont know if it's right but it looks right from what i have seen):
Spoiler:
#dynamic 0x803000

#org @start
lock
faceplayer
applymovement ox5 @move1
msgbox @1 0x56
applymovement ox6 @move2
waitmovement 0x2
fadescreen 0x1
fadescreen 0x0
hidesprite 0x187
hidesprite 0x188
setflag 0x200
setflag 0x201
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE


#org @1
= ???

bty i dont no what version of xse i have i got this one mediafire.com/?d2fzwimnmd5

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
thanks. i saw that from youtube & i've been trying to fix it but still no luck. this is what i have now (dont know if it's right but it looks right from what i have seen):
Spoiler:
#dynamic 0x803000

#org @start
lock
faceplayer
applymovement ox5 @move1
msgbox @1 0x56
applymovement ox6 @move2
waitmovement 0x2
fadescreen 0x1
fadescreen 0x0
hidesprite 0x187
hidesprite 0x188
setflag 0x200
setflag 0x201
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE


#org @1
= ???

bty i dont no what version of xse i have i got this one mediafire.com/?d2fzwimnmd5
A couple of things. One, "0x" and "ox" are different in that "0x" is correct. Two, there is no "std function 0x56". I assume that after the "msgbox @1" you meant to put "0x6". Three, you can't have more than 256 OWs on a map. According to your hidesprite commands, you have at lest 392 which doesn't make any sense. Check the "Person No." for each of your OWs in AdvanceMap again. Four, why are you using "waitmovement 0x2"? You should either be using "waitmovement 0x0" or maybe "waitmovement 0xXX" where XX equals the Person No. of the OW that you just applied a movement to. Five, you're missing a "waitmovement" command after the first "applymovement". Six, from what I can tell, your use of "fadescreen" will create a blinking effect but the OWs will disappear after the blink which won't look good.

Brother of Vrai

qaz015393

pokemon revenge developer

Age 32
Male
Seen 6 Hours Ago
Posted 6 Days Ago
785 posts
13.8 Years
A couple of things. One, "0x" and "ox" are different in that "0x" is correct. Two, there is no "std function 0x56". I assume that after the "msgbox @1" you meant to put "0x6". Three, you can't have more than 256 OWs on a map. According to your hidesprite commands, you have at lest 392 which doesn't make any sense. Check the "Person No." for each of your OWs in AdvanceMap again. Four, why are you using "waitmovement 0x2"? You should either be using "waitmovement 0x0" or maybe "waitmovement 0xXX" where XX equals the Person No. of the OW that you just applied a movement to. Five, you're missing a "waitmovement" command after the first "applymovement". Six, from what I can tell, your use of "fadescreen" will create a blinking effect but the OWs will disappear after the blink which won't look good.
thanks i fixed it. & this is what i got
Spoiler:
#dynamic 0x803000

#org @start
lock
faceplayer
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
setflag 0x201
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE

#org @1
= !!!
now how do i make it so that when i enter the town the 2 pkmn are Alerted by me & run off. i got the apply & waitmovement. do i need to take out the msgbox or do i not need it? i dont know what to use. also im a bit confused in which #s i' adding in script offset, do i add the ones from free space finder & also what im i supode to do with the #s from when i compile the script.
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
First what version are you using of xse and maybe i can help you and now i need some help

Xse newest version pokemon fire red

'---------------
#org 0x80173E
checkflag 0x1000
if 0x1 goto 0x8801872
hidesprite 0x3
showsprite 0x3
waitmovement 0x3
applymovement 0x3 0x8801784
waitmovement 0x3
msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
setflag 0x82F
fanfare 0x13E
waitfanfare
msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
applymovement 0x3 0x8801789
waitmovement 0x3
hidesprite 0x3
setflag 0x1000
release
end

'---------------
#org 0x801872
release
end


'---------
' Strings
'---------
#org 0x80178E
= Hi honey today is you're birthday.\nHere is you're gift.

#org 0x8017C8
= You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.


'-----------
' Movements
'-----------
#org 0x801784
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x801789
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

i cant get the running shoes and i want the mom to be invisible until i step on the script tile she moves and everything but those 2 issues i cant fix.
'---------------
#org 0x80173E
checkflag 0x0x82F
if 0x1 goto 0x8801872
applymovement 0x3 0x8801784
waitmovement 0x3
msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
fanfare 0x13E
waitfanfare
msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
applymovement 0x3 0x8801789
waitmovement 0x3
hidesprite 0x3
setflag 0x82F
release
end

'---------------
#org 0x801872
release
end


'---------
' Strings
'---------
#org 0x80178E
= Hi honey today is you're birthday.\nHere is you're gift.

#org 0x8017C8
= You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.


'-----------
' Movements
'-----------
#org 0x801784
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x801789
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Not sure..but try that.
Also, set the mom OW to "hidden" and when the movements happen, she should show up.

thanks i fixed it. & this is what i got
Spoiler:
#dynamic 0x803000

#org @start
lock
faceplayer
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
setflag 0x201
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE

#org @1
= !!!
now how do i make it so that when i enter the town the 2 pkmn are Alerted by me & run off. i got the apply & waitmovement. do i need to take out the msgbox or do i not need it? i dont know what to use. also im a bit confused in which #s i' adding in script offset, do i add the ones from free space finder & also what im i supode to do with the #s from when i compile the script.
Umm..you just place the script tiles where you want them and the two pokemon should run off. Taking out the msgbox is unnecessary.
When you make a script, copy the free offset FSF gives you and put it after the #dynamic 0x
Compile the script. The offset you get after compiling (the first one), is the one you're going to insert into AM.
Also..

#org @start
checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end

#org @done
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE

#org @1
= !!!
You don't need two setflags. One should be enough, just remember to set the person ID of both the OWs to 0200.
And also, checkflag so that the script won't repeat again. It checks wether flag 0x200 has been set and next time you step on the script tile, it'll just release you.

locoroco

Ginga Densetsu Weed ANIME PWNS

Age 27
Male
Manati, Puerto rico
Seen January 15th, 2011
Posted December 21st, 2010
251 posts
13.6 Years
well unfortunately no i didnt get the running shoes well im using a rom base maybe thats the problem but now i have a new problem

#dynamic 0x800000

#org @start
checkflag 0x1003
if 0x0 goto @done
Checkflag 0x1004
if 0x1 goto @done2
movesprite 0x1 0x6 0x13
waitmovement 0x1
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move1
waitmovement 0x1
applymovement 0xff @move2
waitmovement 0xff
movesprite 0x1 0x0e 0x12
waitmovement 0x2
applymovement 0x2 @move3
waitmovement 0x2
msgbox @2 0x6
applymovement 0x1 @move4
waitmovement 0x1
msgbox @3 0x6
applymovement 0xff @move5
waitmovement 0xff
warp 0x5 0x1 0xff 0x1 0x4
Setflag 0x1004
release
end

#org @done
Release
end

#org @done2
Release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xfe

#org @1
= Knock,Knock

#org @move1
#raw 0x10
#raw 0x01
#raw 0xfe

#org @move2
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xfe

#org @move3
#raw 0x10
#raw 0xfe

#org @2
= Policeman:Are you the family of\nProf.Rowan?\pMom:Why yes what can i\nhelp you with?\pPoliceman:I came here to inform you\nsome very bads news\pMom:What may they be?\pPoliceman:Well it seems that you're\nhusband has been kidnapped\por even worse murdered\pMom:You can be serious!\pPoliceman:Why yes it seems he left this\nfor his son.

#org @move4
#raw 0x03
#raw 0xfe

#org @3
= You must be his son\nhe left this.Apparently he\pleft this for you.\pDear son this maybe the last\ntime you see me.\pI will miss you. But dont get\nhurt to badly because of me,\pit will make it worse. I need\nyou to catch a pokemon\ptrain it with love and respect\nand maybe we will see\peach other again. Be strong\nand brave and find me.\pI hope to see you again\pThere is bloodstains on the\nnote\pPoliceman:The bloodstains point\nto murder but the note points\pto kidnap lets hope\nits kidnap maybe we\pwe can reason with the\nkidnappers.\p\v\h01:My dad can't be dead\nhe can't *sob*.\pPoliceman:I'm sorry until we get\nmore clues we have\pno ideas of where\nhe is.For now there is\pnothing we can do.

#org @move5
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xfe

i cant seem to be able to movesprite everything works exept the movesprite n this script. and also i've set my mom to hidden she just walks under the floor in 1 of them and in the other the game doesnt boot so i guess is not that either and the running shoes ims tarting to think that its the rom base but i guess i gotta fix it later thx in adavanced

Edit1:i g forgot to say that i have the sprites in the trees to hide them until the movesprite command actually moves it to where the applymovement script takes over
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Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
#dynamic 0x(offset from FSF)

checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end

#org @done
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE

#org @1
= !!!
You did do this, right?

@locoroco:
Use spoilers or code tags D:
Umm..you don't need a waitmovement 0x0 after a movesprite command.
That might be the problem.
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
@qaz015393:

#dynamic 0x(offset from FSF)

#org @start
checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end

#org @done
release
end

#org @move1
#raw 0x80
#raw 0xFE

#org @move2
#raw 0x81
#raw 0xFE

#org @1
= !!!
Terribly sorry, I messed up.
It should work now.

qaz015393

pokemon revenge developer

Age 32
Male
Seen 6 Hours Ago
Posted 6 Days Ago
785 posts
13.8 Years
the rom is ruby not fire red. so that means i should add 56 at the end like this:
Spoiler:
#org @move1
#raw 0x56
#raw 0xFE

but what i was taking about is when i try to compile the script when i go to burn it gives me a pop up that says enter offset for main goto. im confused what 2 put. bty hope this(i47.*.com/28gxxfa.jpg) would be a better for u to understand more on what 2 pkmn sprites im trying to alert when i enter the town & run away.