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  #1276    
Old June 4th, 2009, 08:27 AM
NatureKeeper
No longer active here.
 
Join Date: Jun 2008
Location: Somewhere.
Age: 16
Gender: Male
Nature: Hasty
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Umm, Guys I need help with a compiled script:

Code:
'---------------
#org 0xF30DA3
lockall
checkflag 0x1000
if 0x0 call 0x8F30DB6
if 0x1 call 0x8F30E2F
releaseall
end

'---------------
#org 0xF30DB6
showsprite 0x4
applymovement 0x4 0x8F30E33
waitmovement 0x4
msgbox 0x8F30E3C MSG_NORMAL '"PROF.OAK: Wait!\p[player]:???\pPRO..."
showsprite 0x5
msgbox 0x8F30EE6 MSG_NORMAL '"PIKACHU: PIKA!\p[player]:PROFESSSO..."
fadescreen 0x0
hidesprite 0x5
msgbox 0x8F30F17 MSG_NORMAL '"[player] and OAK: Whew...\p[player..."
applymovement 0x4 0x8F30F6F
applymovement MOVE_PLAYER 0x8F30F79
hidesprite 0x4
applymovement MOVE_PLAYER 0x8F30F82
warp 0x1 0x4 0x0 0x6 0xC
applymovement 0x4 0x8F30F84
applymovement MOVE_PLAYER 0x8F30F89
msgbox 0x8F30F8F MSG_NORMAL '"GARY: Gramps! I'm fed up waiting!\..."
applymovement 0x4 0x8F3104B
msgbox 0x8F3104D MSG_NORMAL '"OAK: WHAT!!\pPLAYER:?\pOAK:Fine. G..."
setflag 0x1000
return

'---------------
#org 0xF30E2F
return


'---------
' Strings
'---------
#org 0xF30E3C
= PROF.OAK: Wait!\p[player]:???\pPROF.OAK: Don't go in the/ntall grass!/lYou may get attacked/lby wild Pokémon!\pHey! What's that Pikachu in the\ngrass nearby?\l[player]: It's attacking!

#org 0xF30EE6
= PIKACHU: PIKA!\p[player]:PROFESSSOR!\pOAK:Go!Pokéball!

#org 0xF30F17
= [player] and OAK: Whew...\p[player]: That was sure close.\pOAK: Let's go before GARY gets\lhis fury.

#org 0xF30F8F
= GARY: Gramps! I'm fed up waiting!\pOAK: Gary! I was looking for\n[player]!\pGARY: And what is my business?\pOAK:Anyway, You have three Poké...\pGARY: As a matter of fact,\nThere's only one Pokémon!

#org 0xF3104D
= OAK: WHAT!!\pPLAYER:?\pOAK:Fine. Gary I'll give you a Pokémon\nhome. [player], go ahead. Pick that\lPokéball


'-----------
' Movements
'-----------
#org 0xF30E33
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up

#org 0xF30F6F
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
#raw 0x9 'Step Up (Normal)

#org 0xF30F79
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)

#org 0xF30F82
#raw 0x9 'Step Up (Normal)

#org 0xF30F84
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)

#org 0xF30F89
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)

#org 0xF3104B
#raw 0x56 'Exclamation Mark (!)
The script is for Ruby and I cannot make it work, When I stop on the script Podium it just does nothing. Could someone help? It is supposed to

-Lockall -Speech -Movement -Speech - Showsprite -Speech -hidesprite+fadescreen -speech -movement -warp -movement -exclamation mark -speech

'----------------------------------------------------------------'
Full details:

All the OWs are lcoked.

OAK: Wait
OAK Goes to PLAYER
OAK and player: Speech
showsprite pikachu
speech OAK and LAYER
Hide Pikachu's sprite with a fade screen
speech
both oak and player walk into OAK's LAB
They move to the top of the lab, have speech with Gary
Oak get's a ! above his head
Speech.
Setflag
Release all
end
  #1277    
Old June 4th, 2009, 09:01 AM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by NatureKeeper View Post
Umm, Guys I need help with a compiled script:

Code:
'---------------
#org 0xF30DA3
lockall
checkflag 0x1000
if 0x0 call 0x8F30DB6
if 0x1 call 0x8F30E2F
releaseall
end
 
'---------------
#org 0xF30DB6
showsprite 0x4
applymovement 0x4 0x8F30E33
waitmovement 0x4
msgbox 0x8F30E3C MSG_NORMAL '"PROF.OAK: Wait!\p[player]:???\pPRO..."
showsprite 0x5
msgbox 0x8F30EE6 MSG_NORMAL '"PIKACHU: PIKA!\p[player]:PROFESSSO..."
fadescreen 0x0
hidesprite 0x5
msgbox 0x8F30F17 MSG_NORMAL '"[player] and OAK: Whew...\p[player..."
applymovement 0x4 0x8F30F6F
applymovement MOVE_PLAYER 0x8F30F79
hidesprite 0x4
applymovement MOVE_PLAYER 0x8F30F82
warp 0x1 0x4 0x0 0x6 0xC
applymovement 0x4 0x8F30F84
applymovement MOVE_PLAYER 0x8F30F89
msgbox 0x8F30F8F MSG_NORMAL '"GARY: Gramps! I'm fed up waiting!\..."
applymovement 0x4 0x8F3104B
msgbox 0x8F3104D MSG_NORMAL '"OAK: WHAT!!\pPLAYER:?\pOAK:Fine. G..."
setflag 0x1000
return
 
'---------------
#org 0xF30E2F
return
 
 
'---------
' Strings
'---------
#org 0xF30E3C
= PROF.OAK: Wait!\p[player]:???\pPROF.OAK: Don't go in the/ntall grass!/lYou may get attacked/lby wild Pokémon!\pHey! What's that Pikachu in the\ngrass nearby?\l[player]: It's attacking!
 
#org 0xF30EE6
= PIKACHU: PIKA!\p[player]:PROFESSSOR!\pOAK:Go!Pokéball!
 
#org 0xF30F17
= [player] and OAK: Whew...\p[player]: That was sure close.\pOAK: Let's go before GARY gets\lhis fury.
 
#org 0xF30F8F
= GARY: Gramps! I'm fed up waiting!\pOAK: Gary! I was looking for\n[player]!\pGARY: And what is my business?\pOAK:Anyway, You have three Poké...\pGARY: As a matter of fact,\nThere's only one Pokémon!
 
#org 0xF3104D
= OAK: WHAT!!\pPLAYER:?\pOAK:Fine. Gary I'll give you a Pokémon\nhome. [player], go ahead. Pick that\lPokéball
 
 
'-----------
' Movements
'-----------
#org 0xF30E33
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
#raw 0x36 'Slide Running Up
 
#org 0xF30F6F
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F79
#raw 0x2D 'Slide Down
#raw 0x2D 'Slide Down
#raw 0x8 'Step Down (Normal)
#raw 0x6 'Step Left (Slow)
#raw 0x2D 'Slide Down
#raw 0x15 'Slide Down
#raw 0x30 'Slide Right
#raw 0x7 'Step Right (Slow)
 
#org 0xF30F82
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F84
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
 
#org 0xF30F89
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
 
#org 0xF3104B
#raw 0x56 'Exclamation Mark (!)
The script is for Ruby and I cannot make it work, When I stop on the script Podium it just does nothing. Could someone help? It is supposed to

-Lockall -Speech -Movement -Speech - Showsprite -Speech -hidesprite+fadescreen -speech -movement -warp -movement -exclamation mark -speech

'----------------------------------------------------------------'
Full details:

All the OWs are lcoked.

OAK: Wait
OAK Goes to PLAYER
OAK and player: Speech
showsprite pikachu
speech OAK and LAYER
Hide Pikachu's sprite with a fade screen
speech
both oak and player walk into OAK's LAB
They move to the top of the lab, have speech with Gary
Oak get's a ! above his head
Speech.
Setflag
Release all
end

You need to include a setvar in your script as well as the tile. Pick a number 5000 or up and add this line of code to your script.

Code:
 
setvar 0x5000 0x1
(5000 could be replaced with anything more than that)

Also, on Advance Map, look for the little box to the left of the map when you are highlighting the script tile. There should be a box that says "var number" and that's where you put your number you used set var with (5000). Tell me if it works.
  #1278    
Old June 5th, 2009, 02:56 AM
Vince_27's Avatar
Vince_27
Back to PC and Rom Hacking
 
Join Date: May 2009
Location: France
Age: 19
Gender: Male
Nature: Calm
Send a message via Windows Live Messenger to Vince_27
I have a problem.

Code:
#Dynamic 0x34EB8C

#org @start
trainerbattle 0x1 0x001 0x0 @before @after @later
pause 0x20
applymovement 0x3 @move
waitmovement 0x0
hidesprite 0x300F
setflag 0x1
release 
end

#org @before
= Hey! What do you do here?\nIt isn't a plce for a small boy.

#org @after
= I have beaten by a young boy.

#org @later
= I let you this time but the next\ntime I kill your POKéMON!

#org @move
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE
After the script the overworld don't dissapear.
And I need an exclamation mark when we talk to the overworld (before the trainer battle).

Last edited by Vince_27; June 5th, 2009 at 03:16 AM.
  #1279    
Old June 5th, 2009, 12:21 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 21
Gender: Male
Nature: Gentle
Quote:
Originally Posted by Vince_27 View Post
I have a problem.

Code:
#Dynamic 0x34EB8C

#org @start
trainerbattle 0x1 0x001 0x0 @before @after @later
pause 0x20
applymovement 0x3 @move
waitmovement 0x0
hidesprite 0x300F
setflag 0x1
release 
end

#org @before
= Hey! What do you do here?\nIt isn't a plce for a small boy.

#org @after
= I have beaten by a young boy.

#org @later
= I let you this time but the next\ntime I kill your POKéMON!

#org @move
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE
After the script the overworld don't dissapear.
And I need an exclamation mark when we talk to the overworld (before the trainer battle).
1: Your Dynamic offset, make it 0x800000, the one you have will place scripts in the vital areas of the rom... not good...
2:Don't use setflag 0x1, it is used by the game. use 0x1000, 0x1000 - 0x3FFF are free, that is more than you will ever really need.
__________________
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #1280    
Old June 5th, 2009, 07:14 PM
Matteron (96)'s Avatar
Matteron (96)
Difference is everything...
 
Join Date: May 2008
Age: 17
Hey guys I need some help, you see for some reason every time I try to compile this script it says unknown keyword "y" at line 33, but their is nothing at line 33 anyway heres the script ty in advanced
Spoiler:
#dynamic 0x71AE38

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @done
msgbox @1 0x6
showpokepic 0x1 0x05 0x06
msgbox @Mc 0x6
givepokemon 0x1 0x10 0x0 0x0 0x0 0x0
hidepokepic
msgbox @2 0x6
showpokepic 0x2 0x05 0x06
msgbox @Lc 0x6
givepokemon 0x2 0x10 0x0 0x0 0x0 0x0
hidepokepic
msgbox @3 0x6
showpokepic 0x3 0x05 0x06
msgbox @Kc 0x6
givepokemon 0x3 0x10 0x0 0x0 0x0 0x0
hidepokepic
msgbox @bye 0x6
setflag 0x828
release
end

#org @done
= Hope you like those characters.

#org @1
= Oh! you seem like you don't have\nan
y characters. Let me fix\lthat.\l
Now downloading character:\lMario\l{|....}\l{||...}\l{|||..}\l{||||.}\l{|||||}

#org @Mc
= Character download complete!

#org @2
= Now downloading character:\nLink\l{|....}\l{||...}\l{|||..}\l{||||.}\l{|||||}

#org @Lc
= Character download complete!

#org @3
= Now downloading character:\nKirby\l{|....}\l{||...}\l{|||..}\l{||||.}\l{|||||}

#org @Kc
= Character download complete!

#org @bye
= All done. Carry on.

additional info:
rom: fire red
Script program: xse
__________________
Matteron(96)
Currently Playing--->
Progress: Post-Game
Current Team:


In Terms of Hacking...
Favorite ROM
Skills
Working On
In Terms of Game Dev...
Working On
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I'm currently up for hire, for almost anything in ROM hacking, so just send me a PM.
  #1281    
Old June 5th, 2009, 10:42 PM
onyx79's Avatar
onyx79
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
Quote:
Originally Posted by onyx79 View Post
here's the script

Spoiler:

'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0x1003
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0x1003
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!

as you can see the flag is 1003 but nothing has changed?do I need to put it on person ID?

another question is how to make mew obey at fire red?
can you help me or not?ths is very annoying...
__________________
my room base: http://www.pokecommunity.com/showpos...5&postcount=64
  #1282    
Old June 6th, 2009, 04:39 AM
DarkPrince304's Avatar
DarkPrince304
Back to Hacking after exams!!!
 
Join Date: May 2009
Location: PokeCommunity
Gender: Male
Nature: Calm
I need help
I want to ask that how can I make my player move but he stays on one place...
What I mean is that the player should move but he should not move forward direction...He should remain on the place but he should be shown walking...and 1 more thing
is there a command to release a party pokemon
__________________
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  #1283    
Old June 6th, 2009, 04:52 AM
Matteron (96)'s Avatar
Matteron (96)
Difference is everything...
 
Join Date: May 2008
Age: 17
Quote:
Originally Posted by Kalsard View Post
Keep your conversation on ONE line, by pressing enter, you start a new line, and it cannot identify. Unless PC wont let you do it longer...
I no in xse it is on one line...
__________________
Matteron(96)
Currently Playing--->
Progress: Post-Game
Current Team:


In Terms of Hacking...
Favorite ROM
Skills
Working On
In Terms of Game Dev...
Working On
News
I'm currently up for hire, for almost anything in ROM hacking, so just send me a PM.
  #1284    
Old June 6th, 2009, 07:50 AM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
hack of fire red and I'm using XSE.
hre's my script
Spoiler:
#dynamic 0x8008B7
#org @start
checkflag 0x1004
if 0x1 goto @past
setflag 0x1004
compare 0x7000 0x1
if 0x1 goto @right
lock
faceplayer
msgbox @1 0x6
applymovement 0x01 @move
waitmovement 0x0
applymovement 0x01 @move1
waitmovement 0x0
msgbox @2 0x6
applymovement 0x01 @move2
msgbox @3 0x6
movesprite 0x6 0x6 0x4
waitmovement 0x0
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x5 0x5 0x4
waitmovement 0x0
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x4 0x4 0x4
waitmovement 0x0
applymovement 0x01 @move4
waitmovement 0x0
msgbox @4 0x6
release
end
#org @right
lock
faceplayer
msgbox @1 0x6
applymovement 0x01 @move
applymovement 0xFF @move5
waitmovement 0x0
msgbox @2 0x6
applymovement 0x01 @move2
msgbox @3 0x6
movesprite 0x6 0x06 0x04
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x5 0x5 0x4
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x4 0x4 0x4
applymovement 0x01 @move4
waitmovement 0x0
msgbox @4 0x6
release
end
#org @move
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE
#org @move2
#raw 0x00
#raw 0xFE
#org @move3
#raw 0x12
#raw 0x00
#raw 0xFE
#org @move4
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0xFE
#org @move5
#raw 0x10
#raw 0xFE
#org @move1
#raw 0xFE
#org @1
= Oh, hello are you new? What is\nyour name? \v\h01? That's a good\lname for a person like you. Now\lwhat is you business here? Oh\lyour grandmother sent your here?\lOh, your that \v\h01! She wants\lme to give you something. Let me\lfind it.
#org @2
= Here they are!
#org @3
= Your grandmother asked me to give\none of my pokemon, which I of\lcoursely said yes. Now you can\lchoose one of the following three.
#org @4
= There, three pokemon for your\nchoosing.
#org @5
= Go on, choose one \v\h01!
#org @past
checkflag 0x1005
if 0x1 goto @event
msgbox @5 0x6
release
end
#org @event
checkflag 0x1009
if 0x1 goto @talk
lock
faceplayer
msgbox @6 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
if 0x0 goto @no
#org @6
= \v\h01, I called you here to ask\nyou something. The battle I had\lwith you before gave me an idea.\lI want you do travel around Roan\lin search of it's pokemon. Will\lyou do this for me?
#org @yes
setflag 0x1009
setflag 0x1006
msgbox @9 0x6
fanfare 0x13E
msgbox @7 0x4
waitfanfare
closeonkeypress
setflag 0x829
msgbox @11 0x6
giveitem 0x4 0x05 0x4
closeonkeypress
msgbox @8 0x6
release
end
#org @no
msgbox @10 0x6
msgbox @6 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
if 0x0 goto @no
#org @9
= Oh, thank you! this will really\nextend my research. Now for you\lto record the data, you'll need a\lpokedex. I just got the newest\lversion so you can have mine.
#org @7
= You obtained [red_fr]Pokedex[black_fr]!
#org @8
= Training is a great way to see\nnew pokemon. You should try to\lcomplete the gym challenge. The\lfirst one is in O'lear City. Good\lluck \v\h01. Oh and you should\ltell this to your Grandma. You\ldon't want here to think you've\lgone missing.
#org @10
= Are you sure?
#org @11
= And you'll need some pokeballs to\ncatch pokemon.
#org @talk
msgbox @12 0x6
release
end
#org @12
= Have you been filling up your\npokedex?

the problem is bolded.
Everything works, except the movesprites don't happen. The guy just does the movements that are inbetween and go on with the script.
any help is appreciatd
__________________

Last edited by BlitŻ; June 6th, 2009 at 05:34 PM.
  #1285    
Old June 7th, 2009, 02:43 AM
Kalsard's Avatar
Kalsard
Looking for time travellers.
 
Join Date: May 2009
Location: New Zealand
Age: 19
Gender: Male
Nature: Calm
I need help (dont know anything above)
The movements by the -spearows- at move4, arent happening. Any ideas? Thanks
Script continues without movements

Spoiler:
#dynamic 0x8009E7

#org @start
checkflag 0x1000
if 0x1 goto @snippet1
fadescreen 0x1
applymovement 0xFF @move1
waitmovement 0x0
pause 0x10
fadescreen 0x0
applymovement 0x1 @move2
waitmovement 0x0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @string1 0x2 '"Something"
applymovement 0x7 @move4
pause 0x10
applymovement 0x8 @move4
pause 0x10
applymovement 0x9 @move4
pause 0x10
applymovement 0x1000 @move4
pause 0x10
waitmovement 0x0
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
hidesprite 0x10
msgbox @string2 0x2 '"~something~"
special 0x157
setflag 0x1000
release
end

'---------------
#org @snippet1
applymovement 0xFF @move5
release
end


'---------
' Strings
'---------
#org @string1
= Something is being said.

#org @string2
= Something is being said.


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org @move2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org @move3
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org @move4
#raw 0x61 'Show
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org @move5
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
__________________

"What I have shown you is reality. What you remember, that is the illusion."

  #1286    
Old June 7th, 2009, 02:47 AM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 21
Gender: Male
Nature: Gentle
Quote:
Originally Posted by Kalsard View Post
I need help (dont know anything above)
The movements by the -spearows- at move4, arent happening. Any ideas? Thanks
Script continues without movements

Spoiler:
#dynamic 0x8009E7

#org @start
checkflag 0x1000
if 0x1 goto @snippet1
fadescreen 0x1
applymovement 0xFF @move1
waitmovement 0x0
pause 0x10
fadescreen 0x0
applymovement 0x1 @move2
waitmovement 0x0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @string1 0x2 '"Something"
applymovement 0x7 @move4
waitmovement 0x0
pause 0x10
applymovement 0x8 @move4
waitmovement 0x0
pause 0x10
applymovement 0x9 @move4
waitmovement 0x0
pause 0x10
applymovement 0xA @move4
waitmovement 0x0
pause 0x10
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
hidesprite 0x10
msgbox @string2 0x2 '"~something~"
special 0x157
setflag 0x1000
release
end

'---------------
#org @snippet1
applymovement 0xFF @move5
release
end


'---------
' Strings
'---------
#org @string1
= Something is being said.

#org @string2
= Something is being said.


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org @move2
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org @move3
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org @move4
#raw 0x61 'Show
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org @move5
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
You need waitmovements between each applymovement.
fixes in the quote.
Also, Pokemon cant have person numbers of over 254
__________________
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #1287    
Old June 7th, 2009, 10:54 AM
Quilava's Master's Avatar
Quilava's Master
Shattered Dreams '13
 
Join Date: Jul 2007
Nature: Adamant
Okay so i want to make a level script that happens after a flag is set but in order to do that i need to make sure it doesnt happen as soon as i enterr the map. is there a different type of level script that works AFTER a flag is set. The script is below

Code:
'---------------
#org 0x8020D8
setvar 0x4006 0x1
checkflag 0x202
if 0x0 goto 0x8802292
checkflag 0x203
if 0x1 goto 0x8802292
setvar 0x8004 0x98
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802131
setvar 0x8004 0x9B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802192
setvar 0x8004 0x9E
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x88021F3
release
end

'---------------
#org 0x802292
release
end

'---------------
#org 0x802131
applymovement 0x6 0x880227E
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802285
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x802192
applymovement 0x6 0x880226A
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802261
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x8021F3
applymovement 0x6 0x880225B
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802254
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end


'---------
' Strings
'---------
#org 0x8022B0
= Clair: In that case,\nthis one is mine!

#org 0x8022D9
= Ace: Then I guess I get this!

#org 0x8022F9
= Elm: Now that you have all chosen,\nIt's time to begin.\pThere are clues to Golds,\nwhereabout everywhere.\pThe first clue is in [green_fr]Violet City.\p[black_fr]Elm: Now Gold, leave!

#org 0x802295
= Elm: The test has begun!


'-----------
' Movements
'-----------
#org 0x80227E
#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 0x80228D
#raw 0x60 'Hide
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x802285
#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 0x80227B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x80226F
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x60 'Hide
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80226A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802261
#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 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80225B
#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 0x802254
#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
__________________
The return of Pokemon Shattered Dreams! Click the screenshot to visit the thread, you know you want to.
  #1288    
Old June 7th, 2009, 12:21 PM
Mewtew
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Im Pretty badly stuck here, could someone please help me...allow me to explain my problem...

I am hacking myself a new pokemon game and have just begun, im using my very basic scriting knowledge and using the latest version of xse. i made the player wake up at the start of the game in a cave just above an old lady but am having a few major problems, the first of which comes in advance map..
when i place a sprite of a person into the room it will not appear in the visual boy or have any action within it, even when a script has been applied, please give me some pointers for a possible fix
number 2 comes from xse and advance map i think, i mad a script to stop anyone leaving the room without first choosing 1 of 2 pokemon, you are ment to walk onto the script and be pushed 1 step back, with a message to appear saying , maby i should talk to the old lady first...
so i made a script which i will include...but when i attach to the script to a script tile in advance map and play the game, if i walk on the script tile before it has been bypassed by a flag the game freezes, alough the music still plays on a low quality please help and i hope i have not written waaaay to much

Spoiler:
#Dynamic 0x800000
#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end
#org @hey!
lock
msgbox @icant 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end
#org @icant
= Maby I should talk with/nThe old lady first
#org @back
#raw 0x0D 0xFE
#org @end
release
end


please tell me all errors and solutions thanks!

Last edited by Mewtew; June 7th, 2009 at 12:42 PM.
  #1289    
Old June 7th, 2009, 01:06 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
As of late my scripting has improved mucho, and am almost ready to release an alpha of my new hack

Unfourtunatley, the last script tile in my alpha is... buggy. Here is what is supposed to happen:

1. Player steps on tile, then script brings him up one tile and diaolouge starts (Problem).
2. Grunt next to the old guy moves down one step and talks to me. A fight initiates (No Problem).
3.Grunt displays a message, and then the screen fades, and his sprite is hidden (No Problem).
4. Old man talks to me, a couple of flags are set, and several sprites dissapear. Forever (Problem).

Now, the problems are labled in red, but I will explain what happens for each one. First off, even though I included a setvar command, the script tile DOES NOT WORK (and yes, I included setvar as well as labelling the script tiles var number on A-map). I step on it, and pass through it as if the event had already happened. The only way I have been able to get around this is to make the script tile into a person event, but I really don't want that (after all, he will become a gym leader later). The other thing (and I get this with trees using cut) is that as soon as I step away from the tile I was on for the event, the sprites reappear. What's more, the sprites on other maps that the script is supposed to hide also reappear. I have tried almost everything, and if somebody can diagnose and debug it so it works perfectly, I would be greatly appreciatative.

PlatniumPiano

Ruby Version AXVE Script:
(using XSE 1.1.1 and Advance Map 1.92)

Spoiler:

Code:
 
#dynamic 0x800000
 
#org @start
setvar 0x9651 0x1
lockall
fadeout 0x1E
applymovement 0xFF @come
waitmovement 0x0
msgbox @dot MSG_KEEPOPEN
applymovement 0x1 @whoa
waitmovement 0x0
msgbox @huh MSG_NORMAL
applymovement 0x2 @bing
waitmovement 0x0
msgbox @getout MSG_NORMAL
trainerbattle 0x3 0x25A 0x0 @noes
msgbox @leave MSG_KEEPOPEN
closeonkeypress
fadescreen 0x1
hidesprite 0x2
setflag 0x39E
fadescreen 0x0
msgbox @save MSG_NORMAL
waitmsg
msgbox @light MSG_KEEPOPEN
waitmsg
msgbox @repay MSG_NORMAL
setflag 0x39F
setflag 0x8B
clearflag 0x3A0
setflag 0x3AE
spriteinvisible 0x1 0x8 0x7
spriteinvisible 0x2 0x8 0x7
spriteinvisible 0x3 0x8 0x7
spriteinvisible 0x2 0x8 0x8
spriteinvisible 0x1 0x24 0x86
releaseall
end
 
#org @come
#raw 0x5 0x13 0xFE
 
#org @dot
= ... ... ...\n... ... ...\pGuard: Lord Fir?
 
#org @whoa
#raw 0x56 0xFE
 
#org @huh
= Lord Fir: Wha...?\pWho goes there?\pGuard: Lord Fir, you have a\nvisitor... (that somehow got past\lall of my guards...)\pLord Fir: A visitor... visitor...\nWell, what brings you here, visitor?\pGuard: Yes, Lord Fir does not like\nit when people come in unannounced!\p[player] flashed Garden Badge.
 
#org @bing
#raw 0x56 0x4 0x2 0xFE
 
#org @getout
= You!\pI was informed of somebody from\nTerracasa whom posed a threat\lto Makesh's plans!\pBut he is a child?!\pListen, kiddo, I don't know\nhow you got past my guards\lor even through the forest!\pAll I know is that you need to\nleave, before somebody gets hurt.\p... ... ...\n... ... ...\pVery well, then.\pI guess if you don't respect\nyour elders, I'll have to teach you\lto respect your betters!
 
#org @noes
= Insolent brat!\pYou will pay for this!
 
#org @leave
= Oh... oh no...\pMakesh is going to kill me...\nI guess we will have to \ldepart for the time being, but\lmark my words!\pThis will not be the last time\nyou face Makesh and his Scapegoats!
 
#org @save
= You...\nYou saved me!
 
#org @light
= You see the light return\nto Lord Fir's eyes.
 
#org @repay
= My boy!\pI am myself again!\nYou do not know how painful\lbeing cooped up in this cavern\punder the eye of that dog was!\pI am free again!\pOh yes...\nI must find a way to repay you.\lWell, since I am the leader of this\pvillage, you may challenge me to a\ngym battle whenever you like!\pIf you prove you can best me,\nI shall reward you with a great deal\lof my treasures.\pAnd now...\pI call off all attacks upon\nother villages!\lMay peace riegn supreme!
  #1290    
Old June 7th, 2009, 01:33 PM
Weavile Gemini's Avatar
Weavile Gemini
Some Ninja
 
Join Date: Dec 2008
Location: TX D:
Gender: Female
Nature: Naughty
ROM: Sapphire
Event: Person Event
Script Editor: XSE

Having trouble with a givepokemon script.

Spoiler:
In this script, A Magma is supposed to ask you if you want to join. Then you go into the Yes/No question, if yes, he's supposed to give you a pokemon. His first speech and the actual yes/no box pops up, but when I press yes, it doesn't use the givepokemon action.

Here's the script I have so far:

'---------------
#org 0x14CCC8
faceplayer
checkflag 0x828
if 0x1 goto 0x88001EC
msgbox 0x88001EC 0x5 '"Hello.\pWould you like to join Tea..."
if 0x1 goto 0x8800181
msgbox 0x8800257 0x6 '"It's ok.\pThis is a dangerous job ..."
release
end
'---------------
#org 0x8001EC
updatecoins 0xD9 0xE0
'---------------
#org 0x800181
givepokemon 0x288 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8800283 0x4 '"[red_rs]You received a Houndour!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88002A1 0x5 '"[red_rs]Would you like to give a\n..."
if 0x1 call 0x88001DA
msgbox 0x88002D6 0x6 '"Please take care of\nthat pokemon."
release
end
'---------------
#org 0x8001DA
call 0x81A74EB
return
'---------------
#org 0x1A74EB
'---------
' Strings
'---------
#org 0x8001EC
= Hello.\pWould you like to join Team MAGMA?\pWhy? To resist the evil Team [team].\nAs a scout, I am a recruiter.
#org 0x800257
= It's ok.\pThis is a dangerous job anyway.
#org 0x800283
= [red_rs]You received a Houndour!
#org 0x8002A1
= [red_rs]Would you like to give a\nnickname to Houndour?
#org 0x8002D6
= Please take care of\nthat pokemon.

  #1291    
Old June 7th, 2009, 11:17 PM
Bulbasaur!'s Avatar
Bulbasaur!
Beginning Trainer
 
Join Date: May 2009
Okay, need some help here.

When you talk to this professor, he gives you a Larvitar and a Pokedex. When the player opens the main menu and goes to any sub-menu that covers the whole screen, (e.g. Pokemon menu, Bag menu, Trainer card etc.) and closes the main menu, the player controls the professor instead of his/her own sprite.

When the menu is opened again, and the player opens the sub-menus and closes the menu again, the professor sprite changes into the male character sprite (Sprite 0)

By the way, it also happens with the other guy (the assistant) in the lab.

Here's my script:
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x828
if b_true goto $alreadygotone
message $wantpoke
$wantpoke 1 =Oh!\nI've been expecting you!\lThis LARVITAR here is for you.\pDo you want the LARVITAR?
boxset 5
compare LASTRESULT 1
if 1 goto $geteevee
message $toobad
$toobad 1 =Oh, you don't want it?
boxset 6
release
end

#org $geteevee
lock
message $getone
$getone 1 =This is great!
boxset 6
givepokemon 246 5 0x0
message $received
$received 1 =PLAYER received LARVITAR!
setflag 0x828
goto $GiveDex

#org $alreadygotone
lock
faceplayer
message $howsit
$howsit 1 =Talk to my assistant!
boxset 6
release
end

#org $GiveDex
setflag 0x829
setflag 0x16F
message $Pokedex
$Pokedex 1 = I hope you like your new POKEMON.\pWhile you are on your journey,\lI have a favour to ask you.\pI am trying to make an index\lof everything POKEMON.\pTake this POKEDEX with you and it\lwill log all POKEMON you see.\pIt would help our studies a lot!\lBy the way,\pTalk to my assistant!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the POKEDEX!
boxset 6
end


And here's the screenshot.
Attached Images
File Type: png glitch.PNG‎ (41.6 KB, 12 views) (Save to Dropbox)
__________________

Last edited by Bulbasaur!; June 7th, 2009 at 11:19 PM. Reason: adding some stuff.
  #1292    
Old June 8th, 2009, 03:01 AM
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Quote:
Originally Posted by jebees View Post
hack of fire red and I'm using XSE.
hre's my script
Spoiler:
#dynamic 0x8008B7
#org @start
checkflag 0x1004
if 0x1 goto @past
setflag 0x1004
compare 0x7000 0x1
if 0x1 goto @right
lock
faceplayer
msgbox @1 0x6
applymovement 0x01 @move
waitmovement 0x0
applymovement 0x01 @move1
waitmovement 0x0
msgbox @2 0x6
applymovement 0x01 @move2
msgbox @3 0x6
movesprite 0x6 0x6 0x4
waitmovement 0x0
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x5 0x5 0x4
waitmovement 0x0
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x4 0x4 0x4
waitmovement 0x0
applymovement 0x01 @move4
waitmovement 0x0
msgbox @4 0x6
release
end
#org @right
lock
faceplayer
msgbox @1 0x6
applymovement 0x01 @move
applymovement 0xFF @move5
waitmovement 0x0
msgbox @2 0x6
applymovement 0x01 @move2
msgbox @3 0x6
movesprite 0x6 0x06 0x04
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x5 0x5 0x4
applymovement 0x01 @move3
waitmovement 0x0
movesprite 0x4 0x4 0x4
applymovement 0x01 @move4
waitmovement 0x0
msgbox @4 0x6
release
end
#org @move
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE
#org @move2
#raw 0x00
#raw 0xFE
#org @move3
#raw 0x12
#raw 0x00
#raw 0xFE
#org @move4
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0xFE
#org @move5
#raw 0x10
#raw 0xFE
#org @move1
#raw 0xFE
#org @1
= Oh, hello are you new? What is\nyour name? \v\h01? That's a good\lname for a person like you. Now\lwhat is you business here? Oh\lyour grandmother sent your here?\lOh, your that \v\h01! She wants\lme to give you something. Let me\lfind it.
#org @2
= Here they are!
#org @3
= Your grandmother asked me to give\none of my pokemon, which I of\lcoursely said yes. Now you can\lchoose one of the following three.
#org @4
= There, three pokemon for your\nchoosing.
#org @5
= Go on, choose one \v\h01!
#org @past
checkflag 0x1005
if 0x1 goto @event
msgbox @5 0x6
release
end
#org @event
checkflag 0x1009
if 0x1 goto @talk
lock
faceplayer
msgbox @6 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
if 0x0 goto @no
#org @6
= \v\h01, I called you here to ask\nyou something. The battle I had\lwith you before gave me an idea.\lI want you do travel around Roan\lin search of it's pokemon. Will\lyou do this for me?
#org @yes
setflag 0x1009
setflag 0x1006
msgbox @9 0x6
fanfare 0x13E
msgbox @7 0x4
waitfanfare
closeonkeypress
setflag 0x829
msgbox @11 0x6
giveitem 0x4 0x05 0x4
closeonkeypress
msgbox @8 0x6
release
end
#org @no
msgbox @10 0x6
msgbox @6 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
if 0x0 goto @no
#org @9
= Oh, thank you! this will really\nextend my research. Now for you\lto record the data, you'll need a\lpokedex. I just got the newest\lversion so you can have mine.
#org @7
= You obtained [red_fr]Pokedex[black_fr]!
#org @8
= Training is a great way to see\nnew pokemon. You should try to\lcomplete the gym challenge. The\lfirst one is in O'lear City. Good\lluck \v\h01. Oh and you should\ltell this to your Grandma. You\ldon't want here to think you've\lgone missing.
#org @10
= Are you sure?
#org @11
= And you'll need some pokeballs to\ncatch pokemon.
#org @talk
msgbox @12 0x6
release
end
#org @12
= Have you been filling up your\npokedex?

the problem is bolded.
Everything works, except the movesprites don't happen. The guy just does the movements that are inbetween and go on with the script.
any help is appreciatd
Movesprite doesn't use the waitmovement command. Remove them after the movesprite commands. (Of course, leave them for the applymovements.)
Quote:
Originally Posted by Quilava's Master View Post
Okay so i want to make a level script that happens after a flag is set but in order to do that i need to make sure it doesnt happen as soon as i enterr the map. is there a different type of level script that works AFTER a flag is set. The script is below

Code:
'---------------
#org 0x8020D8
setvar 0x4006 0x1
checkflag 0x202
if 0x0 goto 0x8802292
checkflag 0x203
if 0x1 goto 0x8802292
setvar 0x8004 0x98
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802131
setvar 0x8004 0x9B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802192
setvar 0x8004 0x9E
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x88021F3
release
end

'---------------
#org 0x802292
release
end

'---------------
#org 0x802131
applymovement 0x6 0x880227E
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802285
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x802192
applymovement 0x6 0x880226A
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802261
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x8021F3
applymovement 0x6 0x880225B
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802254
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end


'---------
' Strings
'---------
#org 0x8022B0
= Clair: In that case,\nthis one is mine!

#org 0x8022D9
= Ace: Then I guess I get this!

#org 0x8022F9
= Elm: Now that you have all chosen,\nIt's time to begin.\pThere are clues to Golds,\nwhereabout everywhere.\pThe first clue is in [green_fr]Violet City.\p[black_fr]Elm: Now Gold, leave!

#org 0x802295
= Elm: The test has begun!


'-----------
' Movements
'-----------
#org 0x80227E
#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 0x80228D
#raw 0x60 'Hide
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x802285
#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 0x80227B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x80226F
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x60 'Hide
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80226A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802261
#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 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80225B
#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 0x802254
#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
Instead of setting a flag, you can also use a setvar. For instance, if you want the above script (let's call it Script A) only to happen once after Script B has happened. You could just use a setvar in Script B instead of a setflag, like setvar 0x5000 0x1, and give the Level Script A the Var Number 5000, and Var Value 0001, and inside Script A, use setvar 0x5000 0x2. That way, Script A will only happen after Script B, and one time only.
Quote:
Originally Posted by PlatniumPiano View Post
As of late my scripting has improved mucho, and am almost ready to release an alpha of my new hack

Unfourtunatley, the last script tile in my alpha is... buggy. Here is what is supposed to happen:

1. Player steps on tile, then script brings him up one tile and diaolouge starts (Problem).
2. Grunt next to the old guy moves down one step and talks to me. A fight initiates (No Problem).
3.Grunt displays a message, and then the screen fades, and his sprite is hidden (No Problem).
4. Old man talks to me, a couple of flags are set, and several sprites dissapear. Forever (Problem).

Now, the problems are labled in red, but I will explain what happens for each one. First off, even though I included a setvar command, the script tile DOES NOT WORK (and yes, I included setvar as well as labelling the script tiles var number on A-map). I step on it, and pass through it as if the event had already happened. The only way I have been able to get around this is to make the script tile into a person event, but I really don't want that (after all, he will become a gym leader later). The other thing (and I get this with trees using cut) is that as soon as I step away from the tile I was on for the event, the sprites reappear. What's more, the sprites on other maps that the script is supposed to hide also reappear. I have tried almost everything, and if somebody can diagnose and debug it so it works perfectly, I would be greatly appreciatative.

PlatniumPiano

Ruby Version AXVE Script:
(using XSE 1.1.1 and Advance Map 1.92)

Spoiler:

Code:
 
#dynamic 0x800000
 
#org @start
setvar 0x9651 0x1
lockall
fadeout 0x1E
applymovement 0xFF @come
waitmovement 0x0
msgbox @dot MSG_KEEPOPEN
applymovement 0x1 @whoa
waitmovement 0x0
msgbox @huh MSG_NORMAL
applymovement 0x2 @bing
waitmovement 0x0
msgbox @getout MSG_NORMAL
trainerbattle 0x3 0x25A 0x0 @noes
msgbox @leave MSG_KEEPOPEN
closeonkeypress
fadescreen 0x1
hidesprite 0x2
setflag 0x39E
fadescreen 0x0
msgbox @save MSG_NORMAL
waitmsg
msgbox @light MSG_KEEPOPEN
waitmsg
msgbox @repay MSG_NORMAL
setflag 0x39F
setflag 0x8B
clearflag 0x3A0
setflag 0x3AE
spriteinvisible 0x1 0x8 0x7
spriteinvisible 0x2 0x8 0x7
spriteinvisible 0x3 0x8 0x7
spriteinvisible 0x2 0x8 0x8
spriteinvisible 0x1 0x24 0x86
releaseall
end
 
#org @come
#raw 0x5 0x13 0xFE
 
#org @dot
= ... ... ...\n... ... ...\pGuard: Lord Fir?
 
#org @whoa
#raw 0x56 0xFE
 
#org @huh
= Lord Fir: Wha...?\pWho goes there?\pGuard: Lord Fir, you have a\nvisitor... (that somehow got past\lall of my guards...)\pLord Fir: A visitor... visitor...\nWell, what brings you here, visitor?\pGuard: Yes, Lord Fir does not like\nit when people come in unannounced!\p[player] flashed Garden Badge.
 
#org @bing
#raw 0x56 0x4 0x2 0xFE
 
#org @getout
= You!\pI was informed of somebody from\nTerracasa whom posed a threat\lto Makesh's plans!\pBut he is a child?!\pListen, kiddo, I don't know\nhow you got past my guards\lor even through the forest!\pAll I know is that you need to\nleave, before somebody gets hurt.\p... ... ...\n... ... ...\pVery well, then.\pI guess if you don't respect\nyour elders, I'll have to teach you\lto respect your betters!
 
#org @noes
= Insolent brat!\pYou will pay for this!
 
#org @leave
= Oh... oh no...\pMakesh is going to kill me...\nI guess we will have to \ldepart for the time being, but\lmark my words!\pThis will not be the last time\nyou face Makesh and his Scapegoats!
 
#org @save
= You...\nYou saved me!
 
#org @light
= You see the light return\nto Lord Fir's eyes.
 
#org @repay
= My boy!\pI am myself again!\nYou do not know how painful\lbeing cooped up in this cavern\punder the eye of that dog was!\pI am free again!\pOh yes...\nI must find a way to repay you.\lWell, since I am the leader of this\pvillage, you may challenge me to a\ngym battle whenever you like!\pIf you prove you can best me,\nI shall reward you with a great deal\lof my treasures.\pAnd now...\pI call off all attacks upon\nother villages!\lMay peace riegn supreme!
I don't know about your first problem, did you give the script tile the CORRECT values? Like, Var Number 9651, Var Value 0000? As for your second problem: don't use spriteinvisible, use hidesprite for all sprites on the same map, and after that a setflag, and give the flag number as People ID to every sprite you want to hide, including the ones on other maps.
Quote:
Originally Posted by Weavile Gemini View Post
ROM: Sapphire
Event: Person Event
Script Editor: XSE

Having trouble with a givepokemon script.

Spoiler:
In this script, A Magma is supposed to ask you if you want to join. Then you go into the Yes/No question, if yes, he's supposed to give you a pokemon. His first speech and the actual yes/no box pops up, but when I press yes, it doesn't use the givepokemon action.

Here's the script I have so far:

'---------------
#org 0x14CCC8
faceplayer
checkflag 0x828
if 0x1 goto 0x88001EC
msgbox 0x88001EC 0x5 '"Hello.\pWould you like to join Tea..."
compare LASTRESULT 0x1
if 0x1 goto 0x8800181
msgbox 0x8800257 0x6 '"It's ok.\pThis is a dangerous job ..."
release
end
'---------------
#org 0x8001EC
updatecoins 0xD9 0xE0
'---------------
#org 0x800181
givepokemon 0x288 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8800283 0x4 '"[red_rs]You received a Houndour!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88002A1 0x5 '"[red_rs]Would you like to give a\n..."
if 0x1 call 0x88001DA
msgbox 0x88002D6 0x6 '"Please take care of\nthat pokemon."
release
end
'---------------
#org 0x8001DA
call 0x81A74EB
return
'---------------
#org 0x1A74EB
'---------
' Strings
'---------
#org 0x8001EC
= Hello.\pWould you like to join Team MAGMA?\pWhy? To resist the evil Team [team].\nAs a scout, I am a recruiter.
#org 0x800257
= It's ok.\pThis is a dangerous job anyway.
#org 0x800283
= [red_rs]You received a Houndour!
#org 0x8002A1
= [red_rs]Would you like to give a\nnickname to Houndour?
#org 0x8002D6
= Please take care of\nthat pokemon.

Changes in bold.
Quote:
Originally Posted by Bulbasaur! View Post
Okay, need some help here.

When you talk to this professor, he gives you a Larvitar and a Pokedex. When the player opens the main menu and goes to any sub-menu that covers the whole screen, (e.g. Pokemon menu, Bag menu, Trainer card etc.) and closes the main menu, the player controls the professor instead of his/her own sprite.

When the menu is opened again, and the player opens the sub-menus and closes the menu again, the professor sprite changes into the male character sprite (Sprite 0)

By the way, it also happens with the other guy (the assistant) in the lab.

Here's my script:
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x828
if b_true goto $alreadygotone
message $wantpoke
$wantpoke 1 =Oh!\nI've been expecting you!\lThis LARVITAR here is for you.\pDo you want the LARVITAR?
boxset 5
compare LASTRESULT 1
if 1 goto $geteevee
message $toobad
$toobad 1 =Oh, you don't want it?
boxset 6
release
end

#org $geteevee
lock
message $getone
$getone 1 =This is great!
boxset 6
givepokemon 246 5 0x0
message $received
$received 1 =PLAYER received LARVITAR!
setflag 0x828
goto $GiveDex

#org $alreadygotone
lock
faceplayer
message $howsit
$howsit 1 =Talk to my assistant!
boxset 6
release
end

#org $GiveDex
setflag 0x829
setflag 0x16F
message $Pokedex
$Pokedex 1 = I hope you like your new POKEMON.\pWhile you are on your journey,\lI have a favour to ask you.\pI am trying to make an index\lof everything POKEMON.\pTake this POKEDEX with you and it\lwill log all POKEMON you see.\pIt would help our studies a lot!\lBy the way,\pTalk to my assistant!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the POKEDEX!
boxset 6
end


And here's the screenshot.
That's caused by Advance Map, it's not a scripting issue. Change the Movement Type of the professor from Look Down to No Movement. Look Down causes glitches when used.
  #1293    
Old June 8th, 2009, 04:20 AM
Bulbasaur!'s Avatar
Bulbasaur!
Beginning Trainer
 
Join Date: May 2009
Thanks, problem fixed.

Why does Look Down even cause glitches? (o_o)
__________________
  #1294    
Old June 8th, 2009, 08:53 AM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by Larsie13 View Post
I don't know about your first problem, did you give the script tile the CORRECT values? Like, Var Number 9651, Var Value 0000? As for your second problem: don't use spriteinvisible, use hidesprite for all sprites on the same map, and after that a setflag, and give the flag number as People ID to every sprite you want to hide, including the ones on other maps.
I thought the command clearflag was used to hide a sprite and setflag to show it?
  #1295    
Old June 8th, 2009, 09:01 AM
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Quote:
Originally Posted by PlatniumPiano View Post
I thought the command clearflag was used to hide a sprite and setflag to show it?
Actually, no, it's the other way around
  #1296    
Old June 8th, 2009, 09:10 AM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by Larsie13 View Post
Actually, no, it's the other way around
Aww man now I have to re-do the whole dam thing... lol jk.

I check the variable number... and it still did not work 0_0 is there a problem with my rom or something?
  #1297    
Old June 8th, 2009, 09:38 AM
Weavile Gemini's Avatar
Weavile Gemini
Some Ninja
 
Join Date: Dec 2008
Location: TX D:
Gender: Female
Nature: Naughty
Actually, Larsie, XSE hasn't been recognizing the lastresult keyword for some reason...
__________________
Fun hacks I support:




  #1298    
Old June 8th, 2009, 01:42 PM
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?
__________________
I laugh looking at this.

But sometimes I want to come back to it...

  #1299    
Old June 8th, 2009, 02:42 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by Quickster View Post
In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?
Nobody really understands the oak script as it is one of the most complex in rom-hacking-dom. The event continues after a warp which is never supposed to happen...
  #1300    
Old June 8th, 2009, 04:43 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Okay, I need help with this script. The basic problem is I've got three sprites (event no's 13, 14, and 15) that are supposed to move, but just don't. I've tried to figure out the problem, but haven't been able to. I gave them ID number 270 (the reason for the setflag) and I gave the script var #6042. Now the script works, but first when the 2nd applymovement for MOVEPLAYER goes, the player only steps up one space, and doesn't step right first. Second, the movements for sprites 13, 14, 15 don't work at all. They stay put and it moves onto the next msgbox. Do I need a different var? A different flag? Any help is appreciated. The relevant parts of the script are below:

Spoiler:
'---------------
#org 0x802646
lockall
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
textcolor 0x0
msgbox 0x880240E MSG_KEEPOPEN '"Okay, JOE, then what's this POKéMO..."
applymovement MOVE_PLAYER 0x88024D8
msgbox 0x88024DC MSG_FACE '"[.] [.] [.]\pWhat's it to you, kid..."
applymovement 0x13 0x88025A8
applymovement 0x14 0x880259E
applymovement 0x15 0x880259E

waitmovement 0x13
waitmovement 0x14
waitmovement 0x15
hidesprite 0x13
hidesprite 0x14
hidesprite 0x15
setflag 0x270
setvar 0x6042 0x1
msgbox 0x88025B3 MSG_KEEPOPEN '"JOE: Thanks for the help.\nThose w..."
call 0x81A991D
releaseall
end

'-----------
' Movements
'-----------
#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8024D8
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x8025A8
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (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 0xFE 'End of Movements

#org 0x80259E
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (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 0xFE 'End of Movements
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