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Old January 30th, 2013 (3:32 PM).
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Originally Posted by thetripplenine View Post
I don't know where I got 4 she has the event number 0 Lol... That's probably why it wasn't working...

Ya that's why it wasn't working but the mother moved right after the script ended and she didn't even face the player...

BTW I thought setflag was supposed to give u the running shoes... Cause I wanted her to give the running shoes at the same time xD
.... still don't know what i'm doing...
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Old January 30th, 2013 (3:37 PM).
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Her event number can't be zero, especially if she's the only person in the room...it would have to be 1.
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Old January 30th, 2013 (3:40 PM).
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Her event number can't be zero, especially if she's the only person in the room...it would have to be 1.
ya it can... and she still moved, my problem was that she moved after the script
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Old January 30th, 2013 (3:41 PM).
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Quote:
Originally Posted by thetripplenine View Post
.... still don't know what i'm doing...
You're supposed to use your applymovement commands to make her look at the player not faceplayer (in green script tiles). Second, set the flag after the check.
I.e:
Checkflag 0x828
if TRUE jump :end
setflag 0x828
...
... <--- These dots are where your Applymovement and message box goes
...
:end
release
end


EDIT:
The reason she's moving after the message is because you have the applymovement 0x0 @pointer after the message box. LOL.
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Old January 30th, 2013 (3:53 PM). Edited January 30th, 2013 by thetripplenine.
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Quote:
Originally Posted by FBI agent View Post
You're supposed to use your applymovement commands to make her look at the player not faceplayer (in green script tiles). Second, set the flag after the check.
I.e:
Checkflag 0x828
if TRUE jump :end
setflag 0x828
...
... <--- These dots are where your Applymovement and message box goes
...
:end
release
end



EDIT:
The reason she's moving after the message is because you have the applymovement 0x0 @pointer after the message box. LOL.
Ok First of all, i'll be your beta tester xD.

Second of all is there another way to make it so after the script, she gives you the running shoes with a script attached to that?

EDIT:
Here's the script again
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x860
if 0x1 goto @done
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


EDIT AGAIN:
I also need a way the mom walks back...
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Old January 30th, 2013 (4:11 PM).
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Quote:
Originally Posted by thetripplenine View Post
Ok First of all, i'll be your beta tester xD.

Second of all is there another way to make it so after the script, she gives you the running shoes with a script attached to that?
Do this:

EDIT:
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x828
if 0x1 goto @done
setflag 0x828
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
pause 0x20
textcolor 0x3
msgbox @give 0x6
waitkeypress
textcolor 0x0
msgbox @something 0x6
applymovement 0x0 @move_back
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @move_back
Put in the needed movement commands to move her back (opposite of what you did to move her bottom up)

#org @something
= put message here after you want her to say after player gets running shoes

#org @give
= [player] received the RUNNING SHOES.


#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not very knowledgeable with XSE, but I think that should work. Remember to enter in the stuff @sometihng and @move_back.
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Old January 30th, 2013 (4:54 PM).
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Quote:
Originally Posted by FBI agent View Post
Do this:

EDIT:
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x828
if 0x1 goto @done
setflag 0x828
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
pause 0x20
textcolor 0x3
msgbox @give 0x6
waitkeypress
textcolor 0x0
msgbox @something 0x6
applymovement 0x0 @move_back
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @move_back
Put in the needed movement commands to move her back (opposite of what you did to move her bottom up)

#org @something
= put message here after you want her to say after player gets running shoes

#org @give
= [player] received the RUNNING SHOES.


#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not very knowledgeable with XSE, but I think that should work. Remember to enter in the stuff @sometihng and @move_back.

Well it worked but she just didn't give you the running shoes so I compiled a seperate script for the running shoes but thanks anyways :D

Edit:
If you still want a beta tester I am available (sorry if this is annoying you...)
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Old January 30th, 2013 (5:25 PM).
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Quote:
Originally Posted by thetripplenine View Post
Well it worked but she just didn't give you the running shoes so I compiled a seperate script for the running shoes but thanks anyways :D

Edit:
If you still want a beta tester I am available (sorry if this is annoying you...)
I used the wrong flag for running shoes LOL. It's not 0x828, that's the Pokemon menu. Running shoes is 0x82F. You can just change the flag on that script and it would work.

As for beta tester, I don't need it for playing the game. It's not so much for beta testing, as its for criticizing my ideas. Naturally you'll have a change to play it eventually. If you're still up for it you can PM me :)
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Old January 30th, 2013 (5:37 PM).
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Quote:
Originally Posted by FBI agent View Post
Yeah, I doubt run speed would be effected very much (though it depends on the computer, if you're running it on some 1970 IBM computer it can slow down...maybe :D)


I have a couple questions now:

1) How does the cleartrainerflag command work? Is it just cleartrainerflag 0xTrainerID#?

2) How can I check multiples of variables? I.E Variable 1 is a multiple of 2?

3) Why can't I pass in variables like 0x5000 for paramaters but I can pass in LASTRESULT? Can I pass in all temporary variables?

Answers appreciated :)
1). Yes, however, trainer flags work backworsds of usual flags. To set a flag makes the trainer anble to battle while clearing it prevents them from battling. (it isn't exactly opposite when you get deeper into why, but it's the easiest way to remember)

2). Why? Anyways, there isn't a command, you will need to write an ASM routine.

3). Parameters for what? I have used 0x5000s extensively on regualr compare commads and they work fine. If you are talking about things like chckgender, it is automatic for most of them to use LASTRESULT. The special2 command also can use any variable but it best to use a temp one so you know it will be cleaned later.
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Old January 30th, 2013 (5:46 PM).
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Quote:
Originally Posted by karatekid552 View Post
1). Yes, however, trainer flags work backworsds of usual flags. To set a flag makes the trainer anble to battle while clearing it prevents them from battling. (it isn't exactly opposite when you get deeper into why, but it's the easiest way to remember)

2). Why? Anyways, there isn't a command, you will need to write an ASM routine.

3). Parameters for what? I have used 0x5000s extensively on regualr compare commads and they work fine. If you are talking about things like chckgender, it is automatic for most of them to use LASTRESULT. The special2 command also can use any variable but it best to use a temp one so you know it will be cleaned later.
1) Thanks, I thought it was weird when he didn't battle me XD

2) I found out : http://www.pokecommunity.com/showpost.php?p=7125655&postcount=104

3) I'm talking about stuff like this:
Spoiler:

random 0x50 ' Lastresult holds random now

addpokemon LASTRESULT 0x5 0x0 0x0 0x0 0x0 'Gives us a random Pokemon between 0-50 in hex

storepokemon 0x0 LASTRESULT 'This is the equivalent to buffer pokemon in xse

msg obtain 'Built in message "Hero has obtained X"


If you try this is something like 0x5000 instead of lastresult doesn't work (yes I used copyvar).
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Old January 30th, 2013 (5:49 PM).
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Ok FIRST OF ALL I HATE THIS XSE I CAN'T COMPILE ANY SCRIPTS ON MY OWN ANYMORE...

Second of all I need major help
Spoiler:
#dynamic 0x9C0000

#org @start
warp 0x0 0x11 0xFF 0x1 0x8
setdooropened 0x1 0x8
doorchange
checkflag 0x200
msgbox @1 0x6
if 0x1 goto @take
setdoorclosed 0x1 0x8
doorchange
warp 0x1 0x0 0xFF 0x2 0x6
release
end

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


Basically what I'm trying to do is make the mother walk out of the door and give you items...
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Old January 30th, 2013 (6:03 PM). Edited January 30th, 2013 by Blah.
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Quote:
Originally Posted by thetripplenine View Post
Ok FIRST OF ALL I HATE THIS XSE I CAN'T COMPILE ANY SCRIPTS ON MY OWN ANYMORE...

Second of all I need major help
Spoiler:
#dynamic 0x9C0000

#org @start
clearflag 0x204
showsprite 0x[Mother's event number]
setdooropened 0x1 0x8
doorchange
applymovement 0x[Mother's event number] @out_door
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x204
setflag 0x82F
msgbox @received 0x6
applymovement 0x[Mother's event number] @go_inside
waitmovement 0x0
disappear 0x[Mother's event number]
setdoorclosed 0x1 0x8
doorchange
releaseall
end

#org @go_inside
[INSERT MOTHER WALK UP ONE HERE]

#org @out_door
[INSERT MOTHER WALK DOWN HERE]

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


TO MAKE THIS WORK RIGHT:

First, make a mother sprite at the door you want her to show up at in AdvanceMap.
Note she should be 1 tiles above the door. Like this:


Set the mother's person ID to 0204 in Advance map. Now create a green script tile in the player's room (make sure he can't avoid it, make two if you have too -- right outside the stairs is perfect. Make those script tiles setflag 0x204 then release end.

EDIT:
This XSE you're using isn't the updated one right? I think you're using an old version (idk though).
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Old January 30th, 2013 (6:05 PM).
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What happens if I push it?....
 
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Quote:
Originally Posted by FBI agent View Post
1) Thanks, I thought it was weird when he didn't battle me XD

2) I found out : http://www.pokecommunity.com/showpost.php?p=7125655&postcount=104

3) I'm talking about stuff like this:
Spoiler:

random 0x50 ' Lastresult holds random now

addpokemon LASTRESULT 0x5 0x0 0x0 0x0 0x0 'Gives us a random Pokemon between 0-50 in hex

storepokemon 0x0 LASTRESULT 'This is the equivalent to buffer pokemon in xse

msg obtain 'Built in message "Hero has obtained X"


If you try this is something like 0x5000 instead of lastresult doesn't work (yes I used copyvar).


Code:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!
This script works perfectly^^^^ Same thing, just in XSE. (Well, not perfect, I got a missingno the first time, but a Nidorino the 2nd, haha :) )
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Old January 30th, 2013 (6:07 PM).
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Quote:
Originally Posted by karatekid552 View Post
Code:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!
This script works perfectly^^^^ Same thing, just in XSE. (Well, not perfect, I got a missingno the first time, but a Nidorino the 2nd, haha :) )
I'm probably being an idiot and doing something dumb again then, haha. I swear it didn't work for me :P
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Old January 30th, 2013 (6:08 PM). Edited January 30th, 2013 by thetripplenine.
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Quote:
Originally Posted by FBI agent View Post
I'm probably being an idiot and doing something dumb again then, haha. I swear it didn't work for me :P
Umm what pokemon is 0x5000??

Edit: its 0x21 i believe
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Old January 30th, 2013 (6:13 PM).
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Quote:
Originally Posted by thetripplenine View Post
Umm what pokemon is 0x500??
Compile this and find out:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!

It's actually a fun script :)
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Old January 30th, 2013 (6:17 PM).
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What happens if I push it?....
 
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Quote:
Originally Posted by thetripplenine View Post
Umm what pokemon is 0x5000??

Edit: its 0x21 i believe
It is the random number selected by the random command and stored in var 0x5000.
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Old January 30th, 2013 (6:18 PM).
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Quote:
Originally Posted by FBI agent View Post
Spoiler:
#dynamic 0x9C0000

#org @start
clearflag 0x204
showsprite 0x[Mother's event number]
setdooropened 0x1 0x8
doorchange
applymovement 0x[Mother's event number] @out_door
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x204
setflag 0x82F
msgbox @received 0x6
applymovement 0x[Mother's event number] @go_inside
waitmovement 0x0
disappear 0x[Mother's event number]
setdoorclosed 0x1 0x8
doorchange
releaseall
end

#org @go_inside
[INSERT MOTHER WALK UP ONE HERE]

#org @out_door
[INSERT MOTHER WALK DOWN HERE]

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


TO MAKE THIS WORK RIGHT:

First, make a mother sprite at the door you want her to show up at in AdvanceMap.
Note she should be 1 tiles above the door. Like this:


Set the mother's person ID to 0204 in Advance map. Now create a green script tile in the player's room (make sure he can't avoid it, make two if you have too -- right outside the stairs is perfect. Make those script tiles setflag 0x204 then release end.

EDIT:
This XSE you're using isn't the updated one right? I think you're using an old version (idk though).
No it's the new xse, btw i think my script is bad cause it's not working...
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Old January 30th, 2013 (6:22 PM).
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Quote:
Originally Posted by thetripplenine View Post
No it's the new xse, btw i think my script is bad cause it's not working...
Looking at it now, you don't have wait fanfare and stuff. Though I can tell you right now, you're doing things that are a little too hard for your level right now. Try to do something simpler and build on it. Master applymovement and flags :)
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Old January 30th, 2013 (6:24 PM).
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What happens if I push it?....
 
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Quote:
Originally Posted by thetripplenine View Post
No it's the new xse, btw i think my script is bad cause it's not working...
I would recommend reading every scripting tutorial you can find. I have looked at almost all of them. That and breaking down in game scripts is the best way to learn.
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Old January 30th, 2013 (6:37 PM).
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Quote:
Originally Posted by FBI agent View Post
Looking at it now, you don't have wait fanfare and stuff. Though I can tell you right now, you're doing things that are a little too hard for your level right now. Try to do something simpler and build on it. Master applymovement and flags :)

Ehhhh level shmevel, I just want to try becoming more advanced and i do look at other scripting tutorials
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Old January 30th, 2013 (6:59 PM).
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I'm trying to use setmaptile but it refreshes back as fast as I move :/
Is there something else I should be doing?

Quote:
Originally Posted by thetripplenine View Post
Ehhhh level shmevel, I just want to try becoming more advanced and i do look at other scripting tutorials
Spoiler:
]
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Old January 30th, 2013 (7:02 PM).
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Quote:
Originally Posted by FBI agent View Post
I'm trying to use setmaptile but it refreshes back as fast as I move :/
Is there something else I should be doing?
You need to use the command 'special 0x8E' after the setting the tile. This updates the map and retains all of your changes.
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Old January 30th, 2013 (7:18 PM).
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Quote:
Originally Posted by FBI agent View Post

Spoiler:
]

LOL,
ok btw i updated it, but now it just freezes, fun...

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
warpwalk 0x0 0xB 0x0 0x1 0x8
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
warpwalk 0x1 0x0 0x0 0x2 0x6
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
  #7725   Link to this post, but load the entire thread.  
Old January 30th, 2013 (7:23 PM).
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Quote:
Originally Posted by thetripplenine View Post
LOL,
ok btw i updated it, but now it just freezes, fun...

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
warpwalk 0x0 0xB 0x0 0x1 0x8
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
warpwalk 0x1 0x0 0x0 0x2 0x6
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
Don't use warp command to move people, it's meant to warp the player. Remove warp commands. Use disappear and flag setting to create the illusion she warped back. Also after fanfare you need waitfanfare, and is this right syntax : giveitem 0xD 0x5 MSG_OBTAIN ? I don't know not a very XSE kinda guy. Compile your script after those changes.

EDIT: I just noticed you're trying to script door animations and stuff inside the movement block. You can't do that you can only have your #raw movements in those. Everthing else for you goes in the main block of code.
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