Script Help Thread (DO NOT REQUEST SCRIPTS) Page 214

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Male
Seen September 3rd, 2016
Posted March 8th, 2011
8 posts
12.7 Years
It seems that the YES/NO function script doesn't work for me when I use XSE....

So here is a script I copy pasted from one of the guides

Spoiler:
#dynamic 0x80000

#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
= You pressed Yes!

#org @no
= You pressed No.


Here is what I get when I view my script through "Advance Map" 's OPEN SCRIPT.

Spoiler:
'---------------
#org 0x3C9F68
lock
faceplayer
msgbox 0x83C9F81 MSG_YESNO '"Yes or no?"
if 0x1 goto 0x83C9F8E
if 0x0 goto 0x83C9FA1
release
end

'---------------
#org 0x3C9F8E
braille2 0xE400E9E3
'---------------
#org 0x3C9FA1
braille2 0xE400E9E3

'---------
' Strings
'---------
#org 0x3C9F81
= Yes or no?


Obviously the two functions above the String of Yes or NO are supposedly the other pointers that should have been the other strings. I did test it in my Fire red ROM and I ended up with a fail. Oh and it's a fresh rom that hasn't been tampered with.
Seen September 9th, 2015
Posted June 6th, 2012
7 posts
12.9 Years
It seems that the YES/NO function script doesn't work for me when I use XSE....

So here is a script I copy pasted from one of the guides

Spoiler:
#dynamic 0x80000

#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
= You pressed Yes!

#org @no
= You pressed No.


Here is what I get when I view my script through "Advance Map" 's OPEN SCRIPT.

Spoiler:
'---------------
#org 0x3C9F68
lock
faceplayer
msgbox 0x83C9F81 MSG_YESNO '"Yes or no?"
if 0x1 goto 0x83C9F8E
if 0x0 goto 0x83C9FA1
release
end

'---------------
#org 0x3C9F8E
braille2 0xE400E9E3
'---------------
#org 0x3C9FA1
braille2 0xE400E9E3

'---------
' Strings
'---------
#org 0x3C9F81
= Yes or no?


Obviously the two functions above the String of Yes or NO are supposedly the other pointers that should have been the other strings. I did test it in my Fire red ROM and I ended up with a fail. Oh and it's a fresh rom that hasn't been tampered with.
Open XSE, press Ctrl + D and make sure Decompile mode is set to Enhanced. Then repost what you get when you open the script.

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
It seems that the YES/NO function script doesn't work for me when I use XSE....

So here is a script I copy pasted from one of the guides

#dynamic 0x800000
 
#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end
 
#org @yesno
= Yes or no?
 
#org @yes
= You pressed Yes!
 
#org @no
= You pressed No.
Here is what I get when I view my script through "Advance Map" 's OPEN SCRIPT.

Spoiler:
'---------------
#org 0x3C9F68
lock
faceplayer
msgbox 0x83C9F81 MSG_YESNO '"Yes or no?"
if 0x1 goto 0x83C9F8E
if 0x0 goto 0x83C9FA1
release
end

'---------------
#org 0x3C9F8E
braille2 0xE400E9E3
'---------------
#org 0x3C9FA1
braille2 0xE400E9E3

'---------
' Strings
'---------
#org 0x3C9F81
= Yes or no?


Obviously the two functions above the String of Yes or NO are supposedly the other pointers that should have been the other strings. I did test it in my Fire red ROM and I ended up with a fail. Oh and it's a fresh rom that hasn't been tampered with.
Try adding another zero in your dynamic offset.
(Indicated in red)

Male
Seen September 3rd, 2016
Posted March 8th, 2011
8 posts
12.7 Years


Try adding another zero in your dynamic offset.
(Indicated in red)
Same results :(. I still get the braille2
even if I added another 0 to my dynamic offset and did the Ctrl+D enhanced for the next try

This might help you guys find the solution. Here's the Compiler Output
Spoiler:
eXtreme Script Editor v1.1.1
-------------------------------------
03-04-2011 3:24:18 AM
-------------------------------------
Opening output: C:\Documents and Settings\User\Desktop\Pokemon - Fire Red.GBA...
Processing input script...
1 - #DYNAMIC
> lDynamicStart = 0x800000
3 - #ORG
> lNewOffset = 0x8002DE
4 - (6A) - LOCK [+1]
5 - (5A) - FACEPLAYER [+1]
6 - (0F) - MSGBOX (native) [+8]
> pText = 0x88002F7
> bType = 0x5
7 - (??) - IF (native) [+6]
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x8800304
8 - (??) - IF (native) [+6]
> bCondition = 0x0
This is a jumping IF, 0x06.
> pTarget = 0x8800317
9 - (6C) - RELEASE [+1]
10 - (02) - END [+1]
12 - #ORG
> lNewOffset = 0x8002F7
13 - RAW TEXT [+11]
> sText = "Yes or no?"
15 - #ORG
> lNewOffset = 0x800304
16 - RAW TEXT [+17]
> sText = "You pressed Yes!"
18 - #ORG
> lNewOffset = 0x800317
19 - RAW TEXT [+16]
> sText = "You pressed No."
-------------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x8002DE
DYNAMIC_OFFSET 2
> sLabel = @yesno
> lOffset = 0x8002F7
DYNAMIC_OFFSET 3
> sLabel = @yes
> lOffset = 0x800304
DYNAMIC_OFFSET 4
> sLabel = @no
> lOffset = 0x800317
-------------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.004 seconds.


I think that it's a problem of "IF" here

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
Then try this then...

#dynamic 0x800000
 
#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end
 
#org @yesno
= Yes or no?
 
#org @yes
msgbox @pyes 0x6
release
end

#org @pyes
= You pressed Yes!
 
#org @no
msgbox @pno 0x6
release
end

#org @pno
= You pressed No.
Corrections in red...

Male
Seen September 3rd, 2016
Posted March 8th, 2011
8 posts
12.7 Years
Through this I've made my script more complex thank you very much for helping.

The Yes/No function now says its script and follows through... though there is one more problem...

When I speak to the sprite and pick either YES or NO both go to the NO FUNCTION then when I speak to the sprite again and pick either YES or NO both now go to the YES FUNCTION.

Here's my script

Spoiler:
#dynamic 0x654321
#org @start
lock
faceplayer
msgbox @talk 0x2
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
msgbox @string2 MSG_KEEPOPEN
goto @snippet1

#org @snippet1
preparemsg @string2
waitmsg
multichoice 0x0 0x0 0x0F 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @snippet2
compare 0x8000 0x1
if 0x1 goto @snippet3
compare 0x8000 0x2
if 0x1 goto @snippet4
compare 0x8000 0x3
if 0x1 goto @snippet5
compare 0x8000 0x4
if 0x1 goto @snippet6
compare 0x8000 0x5
if 0x1 goto @snippet7
compare 0x8000 0x7F
if 0x1 goto @snippet7

#org @yes
applymovement 0x4 @jump
msgbox @yes1 0x2
goto @snippet1

#org @no
msgbox @no1 0x2
goto @snippet1

#org @snippet2
msgbox @string3 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet3
msgbox @string4 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet4
msgbox @string5 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet5
msgbox @string6 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet6
msgbox @string7 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet7
releaseall
end


'---------
' Strings
'---------
#org @yesno
= Are you by chance\nwith the office of?

#org @jump
#raw 0x52
#raw 0x53
#raw 0x54
#raw 0x55
#raw 0x4A
#raw 0x66
#raw 0xFE

#org @yes1
= Wow! Thank you very much for playing\nthis customized Pokemon game.

#org @no1
= Oh WOW IT'S A NO

#org @talk
= Hi I'm the encoder \nof this customized game.

#org @string2
= Oh you're gonna interview me?

#org @string3
= I am

#org @string4
= BS-MIS bec

#org @string5
= I expect

#org @string6
= Did this

#org @string7
= Need script


This is my ideal flow

Dialogue->Yes/no question-If yes, goes to Yes' reply while if no, goes to No's reply--> =Multichoice--> END

Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
Through this I've made my script more complex thank you very much for helping.

The Yes/No function now says its script and follows through... though there is one more problem...

When I speak to the sprite and pick either YES or NO both go to the NO FUNCTION then when I speak to the sprite again and pick either YES or NO both now go to the YES FUNCTION.

Here's my script

Spoiler:
#dynamic 0x654321
#org @start
lock
faceplayer
msgbox @talk 0x2
msgbox @yesno 0x5
compare lastresult 0x1
if 0x1 goto @yes
if 0x0 goto @no
msgbox @string2 MSG_KEEPOPEN
goto @snippet1

#org @snippet1
preparemsg @string2
waitmsg
multichoice 0x0 0x0 0x0F 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @snippet2
compare 0x8000 0x1
if 0x1 goto @snippet3
compare 0x8000 0x2
if 0x1 goto @snippet4
compare 0x8000 0x3
if 0x1 goto @snippet5
compare 0x8000 0x4
if 0x1 goto @snippet6
compare 0x8000 0x5
if 0x1 goto @snippet7
compare 0x8000 0x7F
if 0x1 goto @snippet7

#org @yes
applymovement 0x4 @jump
msgbox @yes1 0x2
goto @snippet1

#org @no
msgbox @no1 0x2
goto @snippet1

#org @snippet2
msgbox @string3 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet3
msgbox @string4 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet4
msgbox @string5 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet5
msgbox @string6 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet6
msgbox @string7 MSG_KEEPOPEN
goto @snippet1

'---------------
#org @snippet7
releaseall
end


'---------
' Strings
'---------
#org @yesno
= Are you by chance\nwith the office of?

#org @jump
#raw 0x52
#raw 0x53
#raw 0x54
#raw 0x55
#raw 0x4A
#raw 0x66
#raw 0xFE

#org @yes1
= Wow! Thank you very much for playing\nthis customized Pokemon game.

#org @no1
= Oh WOW IT'S A NO

#org @talk
= Hi I'm the encoder \nof this customized game.

#org @string2
= Oh you're gonna interview me?

#org @string3
= I am

#org @string4
= BS-MIS bec

#org @string5
= I expect

#org @string6
= Did this

#org @string7
= Need script


This is my ideal flow

Dialogue->Yes/no question-If yes, goes to Yes' reply while if no, goes to No's reply--> =Multichoice--> END

You need the "compare" command - change in bold ^

Also, not a good idea to use 0x654321 as your dynamic offset. You should use 0x800000 to avoid the possibility of overwriting any crucial data in the game.

... And not sure what this part of the script is there for:

msgbox @string2 MSG_KEEPOPEN
goto @snippet1
since it's literally impossible for the script to access that part of the script - if you select the back button, it will be the same as choosing no, so there's no way to get to that part of the script once you bring the up the yesno message.

pidizz

ludicolo Will defeat anything!

Male
Leksand, Sweden
Seen January 19th, 2013
Posted November 9th, 2011
6 posts
12.2 Years
Hi, i'm having a problem with compiling my script in xse,
Can anyone tell me what's wrong with this script ?
PS: My error is error 13 'type mismatch' on line 19.
Missing #define or parameter.
Line: wildbattle 0x410 0x1E 0x0
Here's the script:

Spoiler:
#dynamic 0x456734

#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0

msgbox @1 0x6
cry 0x410 0x0
wildbattle 0x410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
Male
Seen September 3rd, 2016
Posted March 8th, 2011
8 posts
12.7 Years
Thanks again guys. The whole script now totally works and ugghh there's another problem -_-....


It is this script.

Spoiler:
#dynamic 0x800000
#org @start
lock
applymovement 0x5 @move1
waitmovement 0x0
preparemsg @string1 '"YOU SHALL NOT PASS."
applymovement MOVE_PLAYER @move2
waitmovement 0x0
preparemsg @string2 '"Master Santos forbids it!"
applymovement 0x5 @move3
waitmovement 0x0
release
end
'---------
' Strings
'---------
#org @string1
= YOU SHALL NOT PASS.

#org @string2
= Master Santos forbids it!


'-----------
' Movements
'-----------
#org @move1
#raw 0x62 'Exclamation Mark (!)
#raw 0x1C 'Delay5
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x4 'Face Down (Faster)
#raw 0xFE 'End of Movements

#org @move2
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org @move3
#raw 0x20 'Step Right (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x4 'Face Down (Faster)
#raw 0xFE 'End of Movements


This script really works when I enter the cell for it to be activated. The only problem is that once I talk to the sprite with the multichoice ( also the one with the yes/no function that was recently) the script for this is deactivated. And yes, I intend no one to ever pass.

@pidizz

I'm not sure about your problem but when something like that happens to me it's because your line "wildbattle 0x410 0x1E 0x0" . Is not connected to anything in your script. I'm obviously still a noob but I hope this could have helped in some way.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Hi, i'm having a problem with compiling my script in xse,
Can anyone tell me what's wrong with this script ?
PS: My error is error 13 'type mismatch' on line 19.
Missing #define or parameter.
Line: wildbattle 0x410 0x1E 0x0
Here's the script:

Spoiler:
#dynamic 0x456734

#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0

msgbox @1 0x6
cry 0x410 0x0
wildbattle 0x410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
As you thought, the problem is with the wildbattle line - Remember that you are scripting in HEX, rather than decimal. I assume that you want Deoxys (The 410th Pokemon in terms of how the data is ordered) who is actually 0x19A rather than 1040 (0x410).

pidizz

ludicolo Will defeat anything!

Male
Leksand, Sweden
Seen January 19th, 2013
Posted November 9th, 2011
6 posts
12.2 Years
As you thought, the problem is with the wildbattle line - Remember that you are scripting in HEX, rather than decimal. I assume that you want Deoxys (The 410th Pokemon in terms of how the data is ordered) who is actually 0x19A rather than 1040 (0x410).
Thank you, i tried that but it didn't work, it still says that it's some kind of problem in line 19 (wildbattle).

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
Hi, i'm having a problem with compiling my script in xse,
Can anyone tell me what's wrong with this script ?
PS: My error is error 13 'type mismatch' on line 19.
Missing #define or parameter.
Line: wildbattle 0x410 0x1E 0x0
Here's the script:

Spoiler:
#dynamic 0x456734

#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0

msgbox @1 0x6
cry 0x410 0x0
wildbattle 0x410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
First, I don't understand why there's a blank line in the middle of your script.
Second, aren't you supposed to use a safer offset for your scripts, e.g. 0x800000...?

Try this script that I tested and worked fine.
#dynamic 0x800000

#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0
msgbox @1 0x6
cry 410 0x0
wildbattle 410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Rrrrr...
And proof that it works...




pidizz

ludicolo Will defeat anything!

Male
Leksand, Sweden
Seen January 19th, 2013
Posted November 9th, 2011
6 posts
12.2 Years


First, I don't understand why there's a blank line in the middle of your script.
Second, aren't you supposed to use a safer offset for your scripts, e.g. 0x800000...?

Try this script that I tested and worked fine.
#dynamic 0x800000

#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0
msgbox @1 0x6
cry 410 0x0
wildbattle 410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Rrrrr...
And proof that it works...



Thanks man, really appreciate that, but it still does the same thing when i'm compiling the script! Same line and all..

Mr Zero

You can call me... GOD.

Priam Town, Kanto
Seen March 4th, 2011
Posted March 4th, 2011
3 posts
18.1 Years
Hello! I am having some trouble designing my game. I made a script for a sign (basic talking) but when I put it in my game, it doesn't work. (Pressing A does nothing) I used PokeScript. Meaning I
1. Made a script on notepad and made it into a .rbc
2. Compiled the script, clicked the book to find my fire red rom, then clicked the torch.
3. Clicked the torch (flashlight?) and clicked the first offset and assigned it
4. Went File -> Burn on Buf Rite, and got the offset from the offset tab
5. Wrote down the FIRST offset.
6. Inserted the first offset into Advance Map, onto the sign where the script is placed on top.

What did I do wrong? (I can post Screenies)

Code:
#org $Showtext
lock
faceplayer
message $Hello
$Hello 1 = Mr. Zero's House\pDon't try the back door!
boxset6
release
end
It's not about wanting to be the best. It's either you are the best, or you aren't.

My party:
  • Charizard (Nickname: Flame) Lvl. 100
  • Swampert (Nickname: Soggy) Lvl. 100
  • Solrock (Nickname: Yin) Lvl. 100
  • Lunatone (Nickname: Yang) Lvl. 100
  • Aggron (Nickname: Helmet) Lvl. 100
Age 27
Male
Seen March 8th, 2014
Posted March 8th, 2014
311 posts
12.2 Years
Hello! I am having some trouble designing my game. I made a script for a sign (basic talking) but when I put it in my game, it doesn't work. (Pressing A does nothing) I used PokeScript. Meaning I
1. Made a script on notepad and made it into a .rbc
2. Compiled the script, clicked the book to find my fire red rom, then clicked the torch.
3. Clicked the torch (flashlight?) and clicked the first offset and assigned it
4. Went File -> Burn on Buf Rite, and got the offset from the offset tab
5. Wrote down the FIRST offset.
6. Inserted the first offset into Advance Map, onto the sign where the script is placed on top.

What did I do wrong? (I can post Screenies)

Code:

#dynamic 0x800000

#org @Showtext
lock
faceplayer
message @Hello
@Hello 1 = Mr. Zero's House\pDon't try the back door!
boxset6
release
end

Fixed it and edits are in red.

#dynamic 0x800000

#org @Showtext
lock
faceplayer
message @Hello
@Hello1
boxset 0x3
release
end

#org @Hello1
= Mr. Zero's House\pDon't try the back door!
Scripting Level: Advance

RMXP Poke-Essentials MySQL Trading System Link:
http://www.pokecommunity.com/showthread.php?p=7077162#post7077162

RMXP Poke-Essentials Mystery Gift Link:
http://www.pokecommunity.com/showthread.php?t=270687

RMXP Poke-Essentials Award System Link:
http://www.pokecommunity.com/showthread.php?p=7111566

Bolens

Soul Hacker

Age 29
Male
PA
Seen August 22nd, 2016
Posted March 28th, 2013
359 posts
13.4 Years
Whenever I insert this script into the ROM on Firered... It causes the game to reset itself :( I don't know why?

#dynamic 0x800086

#org @start
lock
checkflag 0x250
if 0x1 goto @done1
hidesprite 0x02
applymovement 0x1 @move
msgbox @1 0x6
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @2 0x4
waitfanfare
closeonkeypress
msgbox @3 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @4 0x6
fadescreen 0x3
showsprite 0x02
fadescreen 0x2
msgbox @5 0x6
applymovement 0x2 @move1
msgbox @6 0x6
applymovement 0x2 @move2
msgbox @7 0x6
hidesprite 0x02
setflag 0x250
applymovement 0x1 @move3
release
end

#org @done1
release
end

#org @name
call 0x1A74EB
return

#org @move1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x3

#org @move3
#raw 0x12
#raw 0x12

#org @move
#raw 0x13
#raw 0x13
#raw 0x1

#org @1
= Sky: Hey pops, what's-\nDad: There you are, Sky. Have I\lfound the one for you!\lSky: One what?\lDad: Don't play dumb, you know what\lI'm talking about. And besides,\lhe's the perfect Pokemon for you! I\lcaught him just outside of a swamp\lnear town. It wasn't easy, he was\la tricky one, that's for sure...\lSky: You've found a Pokemon?\lDad: Here, see for yourself.

#org @2
= [black_fr]You received a Totodile!

#org @3
= [black_fr]Would you like to give Totodile a\nnickname?

#org @4
= Sky: Awesome! Okay, come on out!

#org @5
= ???: Toto? toto to! TOOOO!\nSky: Whoa...You found a Totodile!\l...Uh...

#org @6
= Dad: Hey, don't do that!

#org @7
= Sky: He sure is...energetic...I\nthink I'll call him...Spike.\lDad: Good, now that he has a name,\lhe's all your's. Just remember to\ltake care of him, he was pretty\ltough to find...Oh, and...keep him\lfrom running around the house from\lnow on...\lSky: Affermative! Thanks, pops!\lCome on, Spike! First stop: the\lpark!\lSpike: All right! Hanging around\lthese weird humans could be fun!

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
Hello! I am having some trouble designing my game. I made a script for a sign (basic talking) but when I put it in my game, it doesn't work. (Pressing A does nothing) I used PokeScript. Meaning I
1. Made a script on notepad and made it into a .rbc
2. Compiled the script, clicked the book to find my fire red rom, then clicked the torch.
3. Clicked the torch (flashlight?) and clicked the first offset and assigned it
4. Went File -> Burn on Buf Rite, and got the offset from the offset tab
5. Wrote down the FIRST offset.
6. Inserted the first offset into Advance Map, onto the sign where the script is placed on top.

What did I do wrong? (I can post Screenies)

Code:
#org $Showtext
lock
faceplayer
message $Hello
$Hello 1 = Mr. Zero's House\pDon't try the back door!
boxset6
release
end
I have already forgotten how to script through PokeScript, but maybe you forgot to add a space between boxset and 6...?

Whenever I insert this script into the ROM on Firered... It causes the game to reset itself :( I don't know why?

#dynamic 0x800086

#org @start
lock
checkflag 0x250
if 0x1 goto @done1
hidesprite 0x02
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @2 0x4
waitfanfare
closeonkeypress
msgbox @3 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @4 0x6
fadescreen 0x3
showsprite 0x02
fadescreen 0x2
msgbox @5 0x6
applymovement 0x2 @move1
waitmovement 0x2
msgbox @6 0x6
applymovement 0x2 @move2
waitmovement 0x2
msgbox @7 0x6
hidesprite 0x02
setflag 0x250
applymovement 0x1 @move3
waitmovement 0x1
release
end

#org @done1
release
end

#org @name
call 0x1A74EB
return

#org @move1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x3
#raw 0xFE

#org @move3
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @1
= Sky: Hey pops, what's-\nDad: There you are, Sky. Have I\lfound the one for you!\lSky: One what?\lDad: Don't play dumb, you know what\lI'm talking about. And besides,\lhe's the perfect Pokemon for you! I\lcaught him just outside of a swamp\lnear town. It wasn't easy, he was\la tricky one, that's for sure...\lSky: You've found a Pokemon?\lDad: Here, see for yourself.

#org @2
= [black_fr]You received a Totodile!

#org @3
= [black_fr]Would you like to give Totodile a\nnickname?

#org @4
= Sky: Awesome! Okay, come on out!

#org @5
= ???: Toto? toto to! TOOOO!\nSky: Whoa...You found a Totodile!\l...Uh...

#org @6
= Dad: Hey, don't do that!

#org @7
= Sky: He sure is...energetic...I\nthink I'll call him...Spike.\lDad: Good, now that he has a name,\lhe's all your's. Just remember to\ltake care of him, he was pretty\ltough to find...Oh, and...keep him\lfrom running around the house from\lnow on...\lSky: Affermative! Thanks, pops!\lCome on, Spike! First stop: the\lpark!\lSpike: All right! Hanging around\lthese weird humans could be fun!
You forgot to add waitmovement commands after your applymovement commands, and you forgot to end your movement scripts with the 0xFE code.

I am not sure if it fixes your problem, but try it out.

Male
Seen September 14th, 2018
Posted April 26th, 2014
4 posts
12.7 Years
Hi everyone !

I want to ask something bit tricky !
So everyone look :

-Story:

I am hacking fire red , and the [player] is at jail . Then he destroys a rock tile and he escapes from the jail . Then he walks on a tile 2 cops stop him and battle him ..

-Problem :

IF i lose to the cops , i want to spawn again from the jail WITH healed pokemon and **all things that were done restart **

**...**= the rock that blocks the way from the jail i use the "setmaptile" command to get the rock away . and the cops REfight you. when you walk up to the scriptbox.

Age 26
Male
Seen May 4th, 2013
Posted July 10th, 2012
88 posts
12.4 Years
this script works fine but.... when you enter the one of the 3 tiles the script it is placed on more than once it keeps happening how do i fix this? (the script was put in the game so the offset is fine so dont both to correct that)

Spoiler:
'---------------
#org 0x740087
checkflag 0x850
if 0x1 goto 0x87400D5
applymovement 0x1 0x8740110
waitmovement 0x0
msgbox 0x8740112 MSG_NORMAL '"Kid: A Pokémon trainer!"
applymovement MOVE_PLAYER 0x874012A
applymovement 0x1 0x874012C
waitmovement 0x0
special 0x16F
setflag 0x829
msgbox 0x874012E MSG_NORMAL '"Kid: I found this\nPokédex on the ..."
pause 0x20
textcolor 0x3
fanfare 0x101
waitfanfare
msgbox 0x87400D7 MSG_NORMAL '"Kid: Don't worry about it\nI'm too..."
setflag 0x850
release
end
'---------------
#org 0x7400D5
release
end

'---------
' Strings
'---------
#org 0x740112
= Kid: A Pokémon trainer!
#org 0x74012E
= Kid: I found this\nPokédex on the ground!\pA Pokémon trainer such as yourself\nwould find better use of it!
#org 0x7400D7
= Kid: Don't worry about it\nI'm too young to be a trainer!

'-----------
' Movements
'-----------
#org 0x740110
#raw 0x65 'Double Exclamation Mark (!!)
#raw 0xFE 'End of Movements
#org 0x74012A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x74012C
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
want to help with forbidden version? or want more details about it? pm me or contact me at [email protected]
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
this script works fine but.... when you enter the one of the 3 tiles the script it is placed on more than once it keeps happening how do i fix this? (the script was put in the game so the offset is fine so dont both to correct that)

Spoiler:
'---------------
#org 0x740087
checkflag 0x850
if 0x1 goto 0x87400D5
applymovement 0x1 0x8740110
waitmovement 0x0
msgbox 0x8740112 MSG_NORMAL '"Kid: A Pokémon trainer!"
applymovement MOVE_PLAYER 0x874012A
applymovement 0x1 0x874012C
waitmovement 0x0
special 0x16F
setflag 0x829
msgbox 0x874012E MSG_NORMAL '"Kid: I found this\nPokédex on the ..."
pause 0x20
textcolor 0x3
fanfare 0x101
waitfanfare
msgbox 0x87400D7 MSG_NORMAL '"Kid: Don't worry about it\nI'm too..."
setflag 0x850
release
end
'---------------
#org 0x7400D5
release
end

'---------
' Strings
'---------
#org 0x740112
= Kid: A Pokémon trainer!
#org 0x74012E
= Kid: I found this\nPokédex on the ground!\pA Pokémon trainer such as yourself\nwould find better use of it!
#org 0x7400D7
= Kid: Don't worry about it\nI'm too young to be a trainer!

'-----------
' Movements
'-----------
#org 0x740110
#raw 0x65 'Double Exclamation Mark (!!)
#raw 0xFE 'End of Movements
#org 0x74012A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x74012C
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
Which variable # are you using in A-Map to activate the script? (You should use different variables for different scripts.) If you were using variable 5000, then put setvar 0x5000 0x1 at the end of your script to deactivate it.

Is it possible to have more choice than yes or no in a yes or no script
No. You'd have to use the multichoice command.

Controversial?

Bored musician, bad programmer

Non-binary
UK
Seen October 11th, 2020
Posted April 24th, 2020
639 posts
12.4 Years
Hey, I'm a MASSIVE newb to hacking (I've never actually made a script before until this one, I'm just a mapper really) and Im trying to make this recurring character - she's meant to walk up to you, battle you, then go. I know I'm doing something wrong here - I just don't know what. (it doesn't work, so...)

Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
'-----------------------
Spoiler:

#org 0x1ACF95
checkflag 0x123
if 0x1 goto 0x8800000
lock
playsong 0x130 0x0
applymovement 0x3 0x880002E
waitmovement 0x0
trainerbattle 0x1 0x4D 0x0 0x8800037 0x880009B 0x88000C0
end
'-----------------------
#org 0x800000
release
end
'-----------------------
#org 0x8000C0
playsong 0x130 0x0
msgbox 0x88000DD '"You are very strong...may I ask\nyo..."
applymovement 0x3 0x880014D
waitmovement 0x0
fadesong 0x115
setflag 0x123
release
end

'-----------
' Movements
'-----------
#org 0x80002E
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements
#org 0x80014D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800037
= Hello...\pUhh...I'm Sienna.\nI came from Solaris City.\pWould you...be interested in\nbattling me?
#org 0x80009B
= You are strong indeed...
#org 0x8000DD
= You are very strong...may I ask\nyour name?\p...\pI see. Well, uhh...it was a\npleasure meeting you, [player].
???
Age 29
New York
Seen December 10th, 2016
Posted June 7th, 2012
656 posts
15.3 Years
Hello guys, I've run into a little (well major actually) So this script involves the player getting a Pokemon then battling the rival. The problem occurs at the end of the script, the rival and the father are suppose to walk away towards the north end of the map and disappear. For some reason, the camera locks onto the father and follows him up north then off to the side when he disappears and the player cannot move.

Here's a picture


Another odd thing happens, after the battle, the rival's sprite gets all messed up and changes colors, it some times turns into copy of the players sprite (default one fr one).

Any help would be greatly appreciated!.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x202
if 0x1 goto @done
lock
setflag 0x828
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x06 @move2
waitmovement 0x0
msgbox @1 0x6
msgbox @2 0x7
applymovement 0xFF @move3
applymovement 0x06 @move4
waitmovement 0x0
applymovement 0x05 @move5
waitmovement 0x0
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
applymovement 0x06 @move6
waitmovement 0x0
applymovement 0xFF @move7
waitmovement 0x0
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @later
msgbox @5 0x6
msgbox @6 0x6
applymovement 0x06 @move8
applymovement 0x07 @move9
waitmovement 0x0
setflag 0x202
release
end

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @1
= [red_fr][rival]: Ah, you made it\n[player]! My father just got back\lfrom his trip to Caltrop City!\lWhile he was there he got us both\lgifts! I was so excited when I\lfound out, I ran to your house but\lyour mother said you weren't up\lyet. Luckily your mother\lremembered to tell you to come\lfind me.\l[navyblue_fr]Father: Whilst I was walking\lto my next buisness meeting, I\lhappened upon two abandoned\lPokémon. Two baby Eevee's were\lhuddled together for warmth, I\ljust couldn't leave them there to\ldie. I'm giving them to you two to\ltake care of. Treat them with\lkindness and respect and I'm sure\lyou'll develop a strong bond with\lthem.

#org @2
= [blue_fr][player]: I can't belive I'm\nactually going to get my very own\lPokémon! My mother was always\lagainst me becoming a Pokémon\ltrainer but I guess now I don't\lreally have a choice! Thanks a\llot!

#org @3
= [blue_fr][player] recived an Eevee!

#org @4
= [blue_fr]Would you like to give the\nnewly aquired Eevee a nickname?

#org @before
= [red_fr][rival]: The Pokémon my father\ngave you looks pretty strong\l[player]. Since we are both going\lto try and become Pokémon\ltrainers, how about we have a\llittle battle?

#org @after
= You got lucky this time.

#org @5
= [red_fr][rival]: That was a great first\nbattle [player], you're a natural!\lI thik we'd be a great team in the\lfuture.

#org @6
= [navyblue_fr]ather: I think it's time for\nus to be headin gback to town, the\lceremony for your father is going\lto start shortly. Lets head back.

#org @move
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @move1
#raw 0x10 0x10 0x10 0x10 0x10 0x2 0xFE

#org @move2
#raw 0x3 0xFE

#org @move3
#raw 0x10 0x2 0xFE

#org @move4
#raw 0x0 0xFE

#org @move5
#raw 0x60 0xFE

#org @move6
#raw 0x13 0x0 0xFE

#org @move7
#raw 0x1 0xFE

#org @move8
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x1F 0x1F 0x1F 0x1F 0x60 0xFE

#org @move9
#raw 0x11 0x11 0x11 0x11 0x13 0x11 0x11 0x1F 0x1F 0x1F 0x1F 0x60 0xFE

\-Pokémon Raging Fury-/
+A new project from Dark Steel Productions+
Seen March 17th, 2014
Posted March 7th, 2011
8 posts
14.2 Years
hey could some one tell me whats wrong here im hacking fire red and creating a fourth starter but the problem is the rivals pokeball doesnt disappear after he chooses his starter(only if i choose the fourth starter) and the fourth starters pokeball disappears but when i leave the lab and come back its still there help please

Spoiler:
#org 0x874120D
'-----------------------------------
lock
faceplayer
setvar 0x4001 0x4
setvar 0x4002 0x5C
setvar 0x4003 0x4
setvar 0x4004 0x1A
compare 0x4055 0x3
if >= jump 0x8169DE4 ' Larger Than or Equal To
compare 0x4055 0x2
if == jump 0x874127D ' Equal To
msgbox 0x818EA19 ' Those are POK\e BALL...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end

#org 0x8169DE4
'-----------------------------------
msgbox 0x871CB31 ' That's PROF. SCOTTO'...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end

#org 0x874127D
'-----------------------------------
applymovement 0x4 0x81A75EF ' look_right end
pauseevent 0x0
showpokepic 0x4002 0xA 0x3
textcolor BLUE
compare 0x4001 0x4
if == jump 0x8741375 ' Equal To
compare 0x4001 0x1
if == jump 0x8169C33 ' Equal To
compare 0x4001 0x2
if == jump 0x8169C52 ' Equal To
end

#org 0x8741375
'-----------------------------------
msgbox 0x8741394 ' GASTLY
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x874114B ' Equal To
compare LASTRESULT 0x0
if == jump 0x8169C71 ' Equal To
end

#org 0x874114B
'-----------------------------------
hidepokepic
setflag 0x1000
disappear LASTTALKED
msgbox 0x818E2E5 ' This POK\eMON is rea...
callstd MSG_NOCLOSE ' Non-closing message
call 0x81A6675
setflag FR_POKEMON
setflag 0x291
addpokemon 0x4002 5 NONE 0x0 0x0 0x0
copyvar 0x4031 0x4001
storepokemon 0x0 0x4002
message 0x871CAB1 ' \v\h01 received the ...
showmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 ' Do you want to give ...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x8169CCC ' Equal To
compare LASTRESULT 0x0
if == jump 0x8741351 ' Equal To
end

#org 0x81A6675
'-----------------------------------
copyvar 0x8012 0x8013
return

#org 0x8169C33
'-----------------------------------
msgbox 0x871C652 ' Hm! SQUIRTLE.\nThis ...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x874114B ' Equal To
compare LASTRESULT 0x0
if == jump 0x8169C71 ' Equal To
end

#org 0x8169C71
'-----------------------------------
hidepokepic
setflag 0x1000
release
end

#org 0x8169C52
'-----------------------------------
msgbox 0x871BCF2 ' Ah! CHARMANDER.\nNow...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x874114B ' Equal To
compare LASTRESULT 0x0
if == jump 0x8169C71 ' Equal To
end

#org 0x8169CCC
'-----------------------------------
setvar 0x8004 0x0
call 0x81A74EB
jump 0x8741351

#org 0x81A74EB
'-----------------------------------
fadescreen FADEOUT_BLACK
special NAME_POKEMON
waitspecial
return

#org 0x8741351
'-----------------------------------
closemsg
compare 0x4001 0x4
if == jump 0x8169CFF ' Equal To
compare 0x4001 0x1
if == jump 0x8169D1F ' Equal To
compare 0x4001 0x2
if == jump 0x8169D0F ' Equal To
end

#org 0x8169CFF
'-----------------------------------
applymovement 0x8 0x8169D62 ' walk_down walk_down ...
pauseevent 0x0
jump 0x8169D2F

#org 0x8169D2F
'-----------------------------------
textcolor BLUE
msgbox 0x818DD34 ' \v\h06: I'll take th...
callstd MSG_NOCLOSE ' Non-closing message
disappear 0x4004
textcolor GRAY
storepokemon 0x0 0x4003
message 0x871CA8B ' \v\h06 received the ...
showmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if true call 0x8169D5C ' Flag is set
release
end

#org 0x8169D5C
'-----------------------------------
setvar 0x4070 0x1
return

#org 0x8169D1F
'-----------------------------------
applymovement 0x8 0x8169D72 ' walk_down walk_right...
pauseevent 0x0
jump 0x8169D2F

#org 0x8169D0F
'-----------------------------------
applymovement 0x8 0x8169D6B ' walk_down walk_right...
pauseevent 0x0
jump 0x8169D2F

#org 0x8169CDC
'-----------------------------------
closemsg
compare 0x4001 0x0
if == jump 0x8169CFF ' Equal To
compare 0x4001 0x1
if == jump 0x8169D1F ' Equal To
compare 0x4001 0x2
if == jump 0x8169D0F ' Equal To
end


#org 0x818EA19
= Those are POK\e BALLS.\nThey contain POK\eMON!

#org 0x871CB31
= That's PROF. SCOTTO's last\nPOK\eMON.

#org 0x8741394
= GASTLY

#org 0x818E2E5
= This POK\eMON is really quite\nenergetic!

#org 0x871CAB1
= \v\h01 received the \v\h02\nfrom PROF. SCOTTO!

#org 0x81A56A7
= Do you want to give a nickname to\nthis \v\h02?

#org 0x871C652
= Hm! SQUIRTLE.\nThis little turtle mother ****er might \llook like a ***** but when he gets \lolder he'll have two mother ****ing \lcannons attached to his back and \lnobody wants to **** with a \lmother ****er with cannons growin \lout they back.\pSo, \v\h01, you want the WATER\nPOK\eMON SQUIRTLE?

#org 0x871BCF2
= Ah! CHARMANDER.\nNow this mother ****ing cuddly dragon \lson of a ***** is gangsta. \lThe mother ****er's tail is on fire\lbe ****in jellious.\lHe's like you aint got no tail and \leven if you did it aint on fire cuz \lyou aint no gangsta like me\l**** you cloyster.\pSo, \v\h01, you're taking the\nFIRE POK\eMON CHARMANDER?

#org 0x818DD34
= \v\h06: I'll take this one, then!

#org 0x871CA8B
= \v\h06 received the \v\h02\nfrom PROF. SCOTTO!

#org 0x81A75EF
M look_right end

#org 0x8169D62
M walk_down walk_down walk_right walk_right walk_right walk_right walk_right walk_up end

#org 0x8169D72
M walk_down walk_right walk_right walk_right look_up_delayed end

#org 0x8169D6B
M walk_down walk_right walk_right walk_right walk_right look_up_delayed end

pyscho_red

will give it another shot !

bunbury
Seen February 8th, 2013
Posted February 5th, 2013
15 posts
14.6 Years
A little background information
Spoiler:
the script is for a Steven OW sprite in the first town, before the flags for the pokedex and pokemon menu's are activated by the Prof. Birch script outside of Littleroot town.
So Steven is just meant to say a few lines, and then givepokemon Roselia(0x16B) level 10. and activates the pokedex and pokemon menu flags, and then once he's given the pokemon, the 0x200 flag activates, and sends it to the pointer "6B0B74" for the second text box. But it doesn't do any of that, I've tampered with it, and broken it down countless times, I saved the original script and used it in this post. I'm guessing the problem has something to do with me trying to use three flags, and two text boxes, with three pointers.

Question
Spoiler:
Is it possible to use the three flags with one pointer?

Ruby
Person
XSE
Script
Spoiler:
#dynamic 0x6B0B5C

#org @start
checkflag 0x801
checkflag 0x200
checkflag 0x800
if 0x0 goto 0x6B0B68
setflag 0x200
setflag 0x800
setflag 0x801
if 0x1 goto 0x
Spoiler:
6B0B74

#org @0x6B0B68
msgbox @givepokemanz 0x06
givepokemon 0x16B 0xA 0xBD 0x0 0x0 0x0
clearflag 0x801
clearflag 0x800
clearflag 0x200
end

#org @givepokemanz
= Steven: [player]!\nI've been looking for you.\lI have something for you.\lIt's a Roselia!\lQuite an amazing POKéMON\lreally!

#org @0x6B0B74
= Steven: Good luck\non your journey!
So if anyone could help me out with this one, I'd be most appreciative.
EDIT: I don't know why the spoiler has split the code into two parts.. just show them both, and combine the "0x" from the end of the third spoiler.
With the "6B0B74" at the beginning of the fourth spoiler
And sorry for the long unnecessary post >.>'