The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

ROM Hacking Hub General discussions about ROM Hacking and Emulation. Not sure where to start? This is the place for you.
Posting links to ROMs is illegal and is not tolerated anywhere on the forum.
New threads in this forum are to be approved by a moderator before they are displayed.

Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #7301    
Old September 10th, 2012, 03:13 PM
Darkrai87
Unhatched Egg
 
Join Date: Dec 2010
Gender: Male
Quote:
Originally Posted by Meowing Mewtwo View Post
Okay, I have a big problem.
A REEEEEEEEALLY big problem.

Game: Pokemon Topaz Version, the first of the Garnet Dynasty Triad

Base: Pokemon Ruby Version

Script type: That depends, as I've tried to fix it so many times. I'll say it's a ground panel (I forgot what they're really called).

Script editor: That's kinda where the problem starts.

My problem is pretty bad. You see, I've tried so hard to get this right. It started with my use of PokeScript not working. Then it was my use of XSE that didn't work, and now it's my use of PKSV that doesn't work. I've tried basically every reliable script editor, but one of two things will happen; either the clicky noise of when a text box pops up (or the level-up sound) will happen, but nothing else will, or the worse one, a glitched up poke mart on steroids will appear. It's impossible to exit from, and it looks like poop, not to mention it breaks my ROM pretty much every stinkin' time! I just can't figure this out, and any help would be appreciated. Thanks for reading this absurdly long post, I hope someone can help me fix this!

Oh, duh! I'm in the script help thread! Here's the freaked out script that hates my guts.


Code:
#dyn 0x740000
#org @begin
m walk_down_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow walk_right_vslow look_down walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow look_up walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_up_vslow end
trainerbattle 0x0 0x256 0x0 @thelegendspeaks @upondefeat
msgbox @aftermath
callstd MSG_NORMAL
release
end

#org @thelegendspeaks
= Latias: So[.] you came. You\nare ready to meet your\ldestiny, I presume?\pv\h01: I suppose[.] But I'm a\llittle nervous[.]\pLatias: That doesn't matter.\lDestiny cannot be changed, and\las my duties inform me, I\lcannot allow you to live. So\lwill you give up now, or force\lmy power?\pv\h01: Wait, WHAT?!\pI wasn't supposed to DIE!\pI can't! I have so much in my\llife[.]\pLatias: Like I already said, I\lcannot allow you to live.\pYou made me do this.\pI am afraid that you must\lperish now.\pBe ready to feel darkness, v\h01!

#org @upondefeat
= Not possible[.]!

#org @aftermath
= No! Destiny cannot be disrupted!\nYou should've given up your\llife when you had the chance!


Oh, and I wrote it in PKSV (by score_under) Scripting doesen't work on either of my computers, by the way.

Thanks in advance!

~M.M.
Alright, change back to XSE (It's a lot easier to use and it's more highly supported), download it from 4Shared or MediaFire. These are XSE ver. 1.1.1. Rewrite your script in XSE, compile it, set it to a script tile and then let us know what happens.


Quote:
Originally Posted by PokemonMasters View Post
there is something wrong with this script. After i win i and i talk to him nothing happens.
'-----------------------
#org 0x800000
trainerbattle 0x0 0x1 0x0 0x8800017 0x8800041
msgbox 0x880005D '"I will train harder to defeat you!"
release
end


'---------
' Strings
'---------
#org 0x800017
= This will be my first Pokemon Battle!!

#org 0x800041
= No! I Lost! This can't be!

#org 0x80005D
= I will train harder to defeat you!
Here's my fixes and \\Explanations of changes. These comments should not be added when compiling..

Spoiler:
Code:
#dynamic 0x800000

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
msgbox @beaten 0x6 \\This needs to be added to define the message type. I have no idea how you managed to compile in XSE without it giving you an error saying you have too few parameters, or without it putting a 0x# after "msgbox 0x880005D" upon compiling. Either way, this should fix your problem.
release
end

#org @before
= This will be my first Pokemon\nBattle!!! \\The other problem with your script, is that you need to have the \n because that line of text doesn't fit on one line. I suggest using the Text Adjuster Tool when writing dialogue.

#org @after
= No! I Lost! This can't be!

#org @beaten
= I will train harder to defeat you!


Write this script into XSE without the stuff in blue, compile it, set it to a sprite, check the "Trainer" box, set the View Radius, and it should work. Let us know if you have anymore problems!
__________________
Currently playing through: Pokemon Flora Sky

Last edited by Darkrai87; September 10th, 2012 at 03:36 PM. Reason: New Reply
  #7302    
Old September 11th, 2012, 11:42 AM
botnaeasy's Avatar
botnaeasy
Beginning Trainer
 
Join Date: Aug 2009
Hi, i have one problem with wildbattle script. i was trying to make wilbattle script by var. example:
Code:
#dynamic 0x800000
#org @start
lock
faceplayer
setvar 0x8005 0x1 (it should be bulbasaur)
wildbattle 0x8005 0x5 0x0
release
end
(My script is more difficult, but working on same rules.)
but in game it's not bulbasaur but missigno.
When i make script givepokemon (all the same, except wildbattle. I exchange it for givepokemon) it working beautifully.
Does anyone know why this is happening?
  #7303    
Old September 11th, 2012, 12:49 PM
Darkrai87
Unhatched Egg
 
Join Date: Dec 2010
Gender: Male
Quote:
Originally Posted by botnaeasy View Post
Hi, i have one problem with wildbattle script. i was trying to make wilbattle script by var. example:
Code:
#dynamic 0x800000
#org @start
lock
faceplayer
setvar 0x8005 0x1 (it should be bulbasaur)
wildbattle 0x8005 0x5 0x0
release
end
(My script is more difficult, but working on same rules.)
but in game it's not bulbasaur but missigno.
When i make script givepokemon (all the same, except wildbattle. I exchange it for givepokemon) it working beautifully.
Does anyone know why this is happening?
No idea why that is happening, could you try doing "setvar 0x8005 0x2" and seeing if that works?
__________________
Currently playing through: Pokemon Flora Sky
  #7304    
Old September 11th, 2012, 01:55 PM
heyo's Avatar
heyo
HEYO!
 
Join Date: Aug 2012
Location: Coolest side of cooldom.
Gender: Male
Nature: Timid
Heyo!
I have made a script at the beginning of the game in Fire Red, as soon as you enter the world. For some reason, it has this problem:
(youtube) /watch?v=ISO7QBRj5RE&feature=plcp

In Advance Map, it is a map script, and it look like this:
Script Type: Validates values, loads handler to 0x03000EB0 (playback) [02]
Flag: $4055
Value: $0000

The script in PKSV looks like this:

Spoiler:
#org 0x874197A
'-----------------------------------
lock
checkflag 0x4000
if true jump 0x8741A4B ' Flag is set
textcolor BLUE
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent 0x0
msgbox 0x8740999 ' \v\h01! I'm gonna mi...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x8741B38 ' look_right end
applymovement 0x1 0x8740991 ' walk_down walk_down ...
pauseevent 0x0
pauseevent 0x0
msgbox 0x8741B56 ' \v\h06: \v\h01, I'm ...
callstd MSG_LOCK ' Built-in lock command
pause 0x20
applymovement PLAYER 0x8741B36 ' look_down end
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent 0x0
pauseevent 0x0
msgbox 0x8741B3A ' ISAAC: \v\h01, pleas...
callstd MSG_LOCK ' Built-in lock command
pause 0x20
applymovement 0x1 0x8741B36 ' look_down end
pauseevent 0x0
msgbox 0x8741B1C ' \v\h06: ISAAC, calm ...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x8741B38 ' look_right end
applymovement 0x1 0x8741B1A ' look_left end
pauseevent 0x0
pauseevent 0x0
pause 0x20
msgbox 0x8741A74 ' \v\h06: Anyways, you...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x87408D0 ' walk_left walk_left ...
pauseevent 0x0
applymovement 0x1 0x87408D4 ' walk_left walk_left ...
pauseevent 0x0
disappear 0x1
setflag 0x4000
pause 0x20
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent 0x0
msgbox 0x8741A51 ' ISAAC: Big brother! ...
callstd MSG_LOCK ' Built-in lock command
applymovement 0x2 0x8741A4D ' walk_left walk_left ...
pauseevent 0x0
disappear 0x2
setflag 0x4001
setvar 0x4055 0x5
release
end

#org 0x8741A4B
'-----------------------------------
release
end


#org 0x8740999
= \v\h01! I'm gonna miss you!

#org 0x8741B56
= \v\h06: \v\h01, I'm going to miss you\ntoo.\pEveryone in town will. \pYou were a great deal of\nhelp to me, ISAAC, and my partner,\lCUBONE.\pI honestly wish we could stay\nlonger for a better goodbye.

#org 0x8741B3A
= ISAAC: \v\h01, please don't go!

#org 0x8741B1C
= \v\h06: ISAAC, calm yourself.

#org 0x8741A74
= \v\h06: Anyways, you should visit\nyour mother to make sure you\lhave everything you need.\pWe have to leave, we are on a\ntrip to REDWOOD CITY for a\ljob interview.\pGoodbye.

#org 0x8741A51
= ISAAC: Big brother! \nWait for me!!

#org 0x8740995
M look_up onspot_up onspot_up end

#org 0x8741B38
M look_right end

#org 0x8740991
M walk_down walk_down look_left end

#org 0x8741B36
M look_down end

#org 0x8741B1A
M look_left end

#org 0x87408D0
M walk_left walk_left look_right end

#org 0x87408D4
M walk_left walk_left walk_down walk_left look_down end

#org 0x8741A4D
M walk_left walk_left look_down end


Could somebody please explain to me what I did wrong? It would be greatly appreciated.

Last edited by DrFuji; September 11th, 2012 at 11:15 PM. Reason: Adding spoiler tags
  #7305    
Old September 11th, 2012, 09:51 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by heyo
Spoiler:
Heyo!
I have made a script at the beginning of the game in Fire Red, as soon
as you enter the world. For some reason, it has this problem:
(youtube)
/watch?v=ISO7QBRj5RE&feature=plcp

In Advance Map, it is a map script,
and it look like this:
Script Type: Validates values, loads handler to
0x03000EB0 (playback) [02]
Flag: $4055
Value: $0000

The script in
PKSV looks like this:

#org
0x874197A
'-----------------------------------
lock
checkflag
0x4000
if true jump 0x8741A4B ' Flag is set
textcolor
BLUE
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent
0x0
msgbox 0x8740999 ' \v\h01! I'm gonna mi...
callstd MSG_LOCK ' Built-in
lock command
applymovement PLAYER 0x8741B38 ' look_right end
applymovement
0x1 0x8740991 ' walk_down walk_down ...
pauseevent 0x0
pauseevent
0x0
msgbox 0x8741B56 ' \v\h06: \v\h01, I'm ...
callstd MSG_LOCK ' Built-in
lock command
pause 0x20
applymovement PLAYER 0x8741B36 ' look_down
end
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent
0x0
pauseevent 0x0
msgbox 0x8741B3A ' ISAAC: \v\h01, pleas...
callstd
MSG_LOCK ' Built-in lock command
pause 0x20
applymovement 0x1 0x8741B36 '
look_down end
pauseevent 0x0
msgbox 0x8741B1C ' \v\h06: ISAAC, calm
...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER
0x8741B38 ' look_right end
applymovement 0x1 0x8741B1A ' look_left
end
pauseevent 0x0
pauseevent 0x0
pause 0x20
msgbox 0x8741A74 '
\v\h06: Anyways, you...
callstd MSG_LOCK ' Built-in lock
command
applymovement PLAYER 0x87408D0 ' walk_left walk_left
...
pauseevent 0x0
applymovement 0x1 0x87408D4 ' walk_left walk_left
...
pauseevent 0x0
disappear 0x1
setflag 0x4000
pause
0x20
applymovement 0x2 0x8740995 ' look_up onspot_up on...
pauseevent
0x0
msgbox 0x8741A51 ' ISAAC: Big brother! ...
callstd MSG_LOCK ' Built-in
lock command
applymovement 0x2 0x8741A4D ' walk_left walk_left
...
pauseevent 0x0
disappear 0x2
setflag 0x4001
setvar 0x4055
0x5
release
end

#org
0x8741A4B
'-----------------------------------
release
end


#org
0x8740999
= \v\h01! I'm gonna miss you!

#org 0x8741B56
= \v\h06:
\v\h01, I'm going to miss you\ntoo.\pEveryone in town will. \pYou were a great
deal of\nhelp to me, ISAAC, and my partner,\lCUBONE.\pI honestly wish we could
stay\nlonger for a better goodbye.

#org 0x8741B3A
= ISAAC: \v\h01,
please don't go!

#org 0x8741B1C
= \v\h06: ISAAC, calm
yourself.

#org 0x8741A74
= \v\h06: Anyways, you should visit\nyour
mother to make sure you\lhave everything you need.\pWe have to leave, we are on
a\ntrip to REDWOOD CITY for a\ljob interview.\pGoodbye.

#org
0x8741A51
= ISAAC: Big brother! \nWait for me!!

#org 0x8740995
M
look_up onspot_up onspot_up end

#org 0x8741B38
M look_right
end

#org 0x8740991
M walk_down walk_down look_left end

#org
0x8741B36
M look_down end

#org 0x8741B1A
M look_left
end

#org 0x87408D0
M walk_left walk_left look_right end

#org
0x87408D4
M walk_left walk_left walk_down walk_left look_down end

#org
0x8741A4D
M walk_left walk_left look_down end

Could somebody please
explain to me what I did wrong? It would be greatly appreciated.
This tutorial tells you how to fix that problem:

Link: http://www.pokecommunity.com/showthread.php?t=191500
  #7306    
Old September 12th, 2012, 05:24 AM
botnaeasy's Avatar
botnaeasy
Beginning Trainer
 
Join Date: Aug 2009
Quote:
No idea why that is happening, could you try doing "setvar 0x8005 0x2" and seeing if that works?
i change setvar 0x8005 0x1 to 0x8005 0x2. when i made givepokemon script its working great. Gave me ivisaur (0x2), but in wildbattle missigno.
  #7307    
Old September 12th, 2012, 06:02 AM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by botnaeasy View Post
i change setvar 0x8005 0x1 to 0x8005 0x2. when i made givepokemon script its working great. Gave me ivisaur (0x2), but in wildbattle missigno.
It's kinda hard to understand what you're trying to say... You want to script a battle with a Bulbasaur? In that case,

Code:
wildbattle 0x1 0x5 0x0
should work. You really don't need to use a var for wild battles, either; even if you have "if" statements, it might just be easier for now to hard code it make a custom "wildbattle" for each "if", instead of setting a var, and potentially having a MissingNo.. The case may be that the "wildbattle" command just doesn't accept vars, period. I don't know, so try it without them.
__________________
(ღ˘⌣˘ღ)
  #7308    
Old September 12th, 2012, 06:29 AM
botnaeasy's Avatar
botnaeasy
Beginning Trainer
 
Join Date: Aug 2009
Quote:
should work. You really don't need to use a var for wild battles, either; even if you have "if" statements, it might just be easier for now to hard code it make a custom "wildbattle" for each "if", instead of setting a var, and potentially having a MissingNo.. The case may be that the "wildbattle" command just doesn't accept vars, period. I don't know, so try it without them.
I need use vars becouse my script is more difficult, and bulbasaur is only example. Var will be selected by player , and wilbattle should be selected too (for example: i chose from party pokemons my bulbasaur-setvar 0x8005 0x1, and later wildbattle with bulbasaur). But, yes, i think wildbattle command doesn's accept vars :/
  #7309    
Old September 12th, 2012, 08:10 AM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by botnaeasy View Post
I need use vars becouse my script is more difficult, and bulbasaur is only example. Var will be selected by player , and wilbattle should be selected too (for example: i chose from party pokemons my bulbasaur-setvar 0x8005 0x1, and later wildbattle with bulbasaur). But, yes, i think wildbattle command doesn's accept vars :/
I think I could help you out more if you actually posted your script here.
  #7310    
Old September 13th, 2012, 05:18 AM
botnaeasy's Avatar
botnaeasy
Beginning Trainer
 
Join Date: Aug 2009
Quote:
I think I could help you out more if you actually posted your script here
Code:
#org @start
lock
msgbox @msg 0x5
compare 0x800d 0x1
if 0x1 goto @next
call @wildbattle
compare 0x7030 0x1
if 0x1 goto @next
call @end
waitstate
end

#org @end
release
end

#org @next
special2 0x800D 0x84
compare 0x800D 0x1
if 0x1 goto @1pok
fadescreen 0x1
special 0x9F
waitstate
special2 0x800D 0x85
compare 0x800D 0x0
if 0x1 goto @cant
special2 0x8005 0xBA
bufferpokemon 0x0 0x8005
msgbox @release 0x6
checksound
cry 0x8005 0x0
msgbox @msg3 0x6
waitcry
setvar 0x7030 0x1
release
end

#org @wildbattle
compare 0x7030 0x1
if 0x0 goto @empty
showpokepic 0x8005 0xA 0x3
pause 0x20
subvar 0x7030 0x1
hidepokepic
msgbox @msg22 0x6
wildbattle 0x8005 0x5 0x1
release
end
I left msgboxes.
  #7311    
Old September 13th, 2012, 11:57 AM
heyo's Avatar
heyo
HEYO!
 
Join Date: Aug 2012
Location: Coolest side of cooldom.
Gender: Male
Nature: Timid
Quote:
Originally Posted by shinyabsol1 View Post
This tutorial tells you how to fix that problem:
Thank you so much, but now I have another problem. When I exit that house, the name of the town no longer pops up, and when I go to the Route next to it the music doesn't change, and the name doesn't pop up their either.
  #7312    
Old September 13th, 2012, 01:01 PM
Charmiebee
Beginning Trainer
 
Join Date: Sep 2012
Location: Baton Rouge
Age: 23
Gender: Male
how do i get this script to stop looping


#org 0x8EB0BA0
'-----------------------------------
lock
faceplayer
special FR_NATIONAL_DEX
setflag FR_POKEDEX
fanfare 0x13E
msgbox 0x8EB0B53 ' Hey I just updated y...
callstd MSG_LOCK ' Built-in lock command
waitfanfare
applymovement 0xA 0x8EB0B86 ' walk_left walk_left ...
pauseevent 0x0
setflag 0x900
release
end


#org 0x8EB0B53
= Hey I just updated your \nPOK\eDEX for free.

#org 0x8EB0B86
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
  #7313    
Old September 13th, 2012, 04:29 PM
Rogue42's Avatar
Rogue42
Ninja
 
Join Date: Aug 2012
Gender: Female
Nature: Relaxed
Hey I'm working on a Ruby hack for me and my friends and I need to know how to change the rivals name so when you type [rival] it will say a name of your choosing.
__________________
  #7314    
Old September 15th, 2012, 11:02 AM
awipe1's Avatar
awipe1
 
Join Date: Aug 2012
Gender: Male
How would I make an in game pokemon trading script?
For example, one of those NPCs that you find that say "I'll trade you my geodude for your poliwag".

I tried a simple givepokemon and removepokemon script but I didn't like it very much and I don't know how to make it like the one they have in the meta game.

If you know how to do this, please PM me and help me! thanks! =)
  #7315    
Old September 15th, 2012, 12:12 PM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Charmiebee View Post
how do i get this script to stop looping


#org 0x8EB0BA0
'-----------------------------------
lock
faceplayer
special FR_NATIONAL_DEX
setflag FR_POKEDEX
fanfare 0x13E
msgbox 0x8EB0B53 ' Hey I just updated y...
callstd MSG_LOCK ' Built-in lock command
waitfanfare
applymovement 0xA 0x8EB0B86 ' walk_left walk_left ...
pauseevent 0x0
setflag 0x900
release
end


#org 0x8EB0B53
= Hey I just updated your \nPOK\eDEX for free.

#org 0x8EB0B86
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left end
I encourage you check out a tutorial. The section you need is flags, if you still can't figure it out I'll tell you that you're missing the "checkflag" portion of the script.

Check the spoilers if you're really stuck, but please try to do what I suggested above or it's no fun D:
Spoiler:


'-----------------------------------
lock
faceplayer
checkflag FR_NATIONAL_DEX
if true jump @completed_event
special FR_NATIONAL_DEX
setflag FR_POKEDEX
fanfare 0x13E
msgbox 0x8EB0B53 ' Hey I just updated y...
callstd MSG_LOCK ' Built-in lock command
waitfanfare
applymovement 0xA 0x8EB0B86 ' walk_left walk_left ...
pauseevent 0x0
setflag 0x900
release
end

#org @completed_event
msgbox @text
callstd MSG_NORMAL
release
end

#org @text
= Whatever you want to say once the event is done. You can also change what happens when the event is done if you edit the portion I wrote under complete_event.


Quote:
Originally Posted by Rogue42 View Post
Hey I'm working on a Ruby hack for me and my friends and I need to know how to change the rivals name so when you type [rival] it will say a name of your choosing.
You can't change it once it's selected in the intro screen. Actually, you can change that with ASM. I believe HackMew accomplished this in his hack. That's really an advanced strategy though. Try to work around it, sorry for being unable to give direct help.
  #7316    
Old September 16th, 2012, 09:59 PM
DoubleDare96's Avatar
DoubleDare96
Pybro
 
Join Date: Aug 2012
Location: California, United States
Gender: Male
Nature: Adamant
Game: Fire Red
Script: XSE

Here is my script
Spoiler:

#dynamic 0x26D4A2

#org @start
lockall
showsprite 0x6
setdooropened 0x20 0x0F
doorchange
applymovement 0x6 @go
waitmovement 0x0
setdoorclosed 0x20 0x0F
doorchange
applymovement 0xFF @step
waitmovement 0x0
msgbox @hey 0x6
applymovement 0x6 @run
hidesprite 0x6
setflag 0x1202
setvar 0x6002 0x1
releaseall
end

#org @go
#raw 0x10
#raw 0xFE

#org @step
#raw 0x14
#raw 0x11
#raw 0x62
#raw 0xFE

#org @hey
= [green_fr]\v\h06: Oh! Hey \v\h01! I am so\nexcited to get my Pokemon! I am\lgonna get there first!

#org @run
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

I want to be able to use that to make sprite 0x6 only visible during the event. I set sprite 0x6 to hidden in Advance Map but that makes him only visible during the door animation. After the door animation he is invisible during the @hey pointer where he is talking and is still invisible during the @run animation. Please help me!
  #7317    
Old September 17th, 2012, 02:23 AM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to tajaros
Quote:
Originally Posted by DoubleDare96 View Post
Game: Fire Red
Script: XSE

Here is my script
Spoiler:

#dynamic 0x26D4A2

#org @start
lockall
showsprite 0x6
setdooropened 0x20 0x0F
doorchange
applymovement 0x6 @go
waitmovement 0x0
setdoorclosed 0x20 0x0F
doorchange
applymovement 0xFF @step
waitmovement 0x0
msgbox @hey 0x6
applymovement 0x6 @run
hidesprite 0x6
setflag 0x1202
setvar 0x6002 0x1
releaseall
end

#org @go
#raw 0x10
#raw 0xFE

#org @step
#raw 0x14
#raw 0x11
#raw 0x62
#raw 0xFE

#org @hey
= [green_fr]\v\h06: Oh! Hey \v\h01! I am so\nexcited to get my Pokemon! I am\lgonna get there first!

#org @run
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

I want to be able to use that to make sprite 0x6 only visible during the event. I set sprite 0x6 to hidden in Advance Map but that makes him only visible during the door animation. After the door animation he is invisible during the @hey pointer where he is talking and is still invisible during the @run animation. Please help me!
Are you using JPAN's engine?

If, not remove the setting in Advance-map that 0x6 is hidden, instead input in the person ID 002C, and it should be appear when you use showsprite and hide using hidesprite...
__________________
  #7318    
Old September 18th, 2012, 08:09 AM
Inkblots's Avatar
Inkblots
 
Join Date: Sep 2012
Location: Canada
Age: 24
Gender: Female
Nature: Calm
Okay, I'm brand new to this, so I'm sure it's a really simple fix, but I cannot see what's wrong for the life of me.
I'm just trying to do a simple yes/no script in which the player receives a Treecko if they push yes (copying a script almost directly from a tutorial by Full Metal). However, when I go to test it, "yes" ends up getting treated the same as "no", and I can't get the pokemon. Can anybody see what I did wrong?

Game: Ruby
Type: Person event
Editor: PKSV
Script:
Spoiler:
#dynamic 0x740000

#org @main
lock
faceplayer
checkflag 0x200
if 0x1 jump @haveit
message @want
callstd MSG_YESNO
if 0x1 jump @yes
jump @no

#org @haveit
message @howsit
callstd MSG_NORMAL
release
end

#org @yes
setflag 0x200
addpokemon TREECKO 5 00 0 0 0
message @herego
callstd MSG_NORMAL
release
end

#org @no
message @dontwant
callstd MSG_NORMAL
release
end

#org @want
= I have this TREECKO, but I don't want it. \nWould you like it?

#org @howsit
= How is my TREECKO doing?

#org @dontwant
= Oh, ok. I'll find another trainer.

#org @herego
= Here you go. Please take good care of my TREECKO!


<update>

Thanks to Ash493 and Alignment, it was the missing "compare" line that was causing the problem Ash493's recommendation worked, but I'll probably be using Alignment's solution in the future just because I prefer words over numbers

Last edited by Inkblots; September 18th, 2012 at 09:52 AM.
  #7319    
Old September 18th, 2012, 09:06 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
I don't know how you got into jump command but jump command is not good.

Code:
#dynamic 0x740000

#org @main
lock
faceplayer
checkflag 0x200
if 0x1 goto @haveit
message @want
callstd MSG_YESNO I don't know if this can be used... if it doesn't work replace it with 0x5.
compare 0x800D 0x1
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @haveit
message @howsit
callstd MSG_NORMAL Same. But Normal is 0x6.
release
end

#org @yes
setflag 0x200
addgivepokemon TREECKO 5 00 0 0 0
message @herego
callstd MSG_NORMAL
release
end

#org @no
message @dontwant
callstd MSG_NORMAL
release
end

#org @want 
= I have this TREECKO, but I don't want it. \nWould you like it?

#org @howsit
= How is my TREECKO doing?

#org @dontwant
= Oh, ok. I'll find another trainer.

#org @herego
= Here you go. Please take good care of my TREECKO!
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List

Last edited by Satoshi Ookami; September 18th, 2012 at 09:39 AM.
  #7320    
Old September 18th, 2012, 09:33 AM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Inkblots View Post
Okay, I'm brand new to this, so I'm sure it's a really simple fix, but I cannot see what's wrong for the life of me.
I'm just trying to do a simple yes/no script in which the player receives a Treecko if they push yes (copying a script almost directly from a tutorial by Full Metal). However, when I go to test it, "yes" ends up getting treated the same as "no", and I can't get the pokemon. Can anybody see what I did wrong?

Game: Ruby
Type: Person event
Editor: PKSV
Script:
Spoiler:
#dynamic 0x740000

#org @main
lock
faceplayer
checkflag 0x200
if 0x1 jump @haveit
message @want
callstd MSG_YESNO
if 0x1 jump @yes
jump @no

#org @haveit
message @howsit
callstd MSG_NORMAL
release
end

#org @yes
setflag 0x200
addpokemon TREECKO 5 00 0 0 0
message @herego
callstd MSG_NORMAL
release
end

#org @no
message @dontwant
callstd MSG_NORMAL
release
end

#org @want
= I have this TREECKO, but I don't want it. \nWould you like it?

#org @howsit
= How is my TREECKO doing?

#org @dontwant
= Oh, ok. I'll find another trainer.

#org @herego
= Here you go. Please take good care of my TREECKO!
If you're using PKSV you don't need to say 0x1 and stuff, it provides confusion. Just say compare LASTRESULT YES and it should work. If 0x1 will not work, you need to check the last result.

Spoiler:
#dynamic 0x740000

#org @main
lock
faceplayer
checkflag 0x200
if TRUE jump @haveit ' it's a good habit to use words like TRUE and YES because they help the scripter avoid confusion when they're reviewing the script
msgbox @want
callstd MSG_YESNO
compare LASTRESULT YES
if == jump @yes

call @no


#org @haveit
message @howsit
callstd MSG_NORMAL
release
end

#org @yes
setflag 0x200
addpokemon TREECKO 5 00 0 0 0
message @herego
callstd MSG_NORMAL
release
end

#org @no
message @dontwant
callstd MSG_NORMAL
release
end

#org @want
= I have this TREECKO, but I don't want it. \nWould you like it?

#org @howsit
= How is my TREECKO doing?

#org @dontwant
= Oh, ok. I'll find another trainer.

#org @herego
= Here you go. Please take good care of my TREECKO!


That's the fix, try it out should work
  #7321    
Old September 18th, 2012, 03:22 PM
passarbye's Avatar
passarbye
Just passin' thru
 
Join Date: Sep 2012
Gender: Male
Hey guys, i'm having some issues with three different scripts.
some help with them would be greatly appreciated.

Game: Pokemon Fire Red BPRE
Editor: XSE
Script: trying to make a situation where you get to pick from 3 pokemon from people, rather than from items like oak's place.
i also want them to recognize if you've picked a pokemon from one of the other people.

Spoiler:

SCRIPT #1

#dynamic 0x801000

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
checkflag 0x1201
if 0x1 goto @picked
checkflag 0x1202
if 0x1 goto @picked
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1200
msgbox @thanks2 0x6
release
end

#org @question
= I can't take care of my Bulbasaur,\nwould you like to take it?
#org @nothanks
= I understand. Please come back if\nyou change your mind!
#org @thanks
= Oh good!
#org @thanks2
= Please take good care of\nBulbasaur!
#org @recieved
= \v\h01 recieved a BULBASAUR!
#org @checkup
= How is my old Bulbasaur doing?\nKeep treating him well!
#org @picked
= But you've already picked out a\npokemon from one of my sisters!\lYou can't have mine.



SCRIPT #2


#dynamic 0x800B00

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @picked
checkflag 0x1201
if 0x1 goto @done
checkflag 0x1202
if 0x1 goto @picked
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1201
msgbox @thanks2 0x6
release
end

#org @question
= Hi! Would you like to take care of\nmy Charmander?

#org @nothanks
= Oh, okay..

#org @thanks
= Thank you so much!

#org @thanks2
= Hope you like Charmander.

#org @recieved
= \v\h01 recieved a CHARMANDER!

#org @checkup
= How is Charmander doing?

#org @picked
= But you've already taken a pokemon\nfrom one of my sisters..


SCRIPT #3

#dynamic 0x802800

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @picked
checkflag 0x1201
if 0x1 goto @picked
checkflag 0x1202
if 0x1 goto @done
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1202
msgbox @thanks2 0x6
release
end

#org @question
= Hey! Can you take care of my\nSquirtle?

#org @nothanks
= Oh, fine. Come back later if you\nwant it.

#org @thanks
= Great!

#org @thanks2
= Stay safe!

#org @recieved
= \v\h01 recieved a SQUIRTLE!

#org @checkup
= How's my Squirtle doing?

#org @picked
= Don't take my pokemon! You already\ntook one from my sister!





Screenshots in attachments!



i can talk to all three of them, and all three will give me their pokemon (had to restart to test for each one). they will even talk to me after i take their pokemon, but the other two that didn't give me their pokemon will either just beep when i talk to them (no dialogue box), or crash the game.
i've used the debug option in XSE before compiling, but no errors occur at debug.


i am a total noob when it comes to scripting, so if i'm using something wrong, then please tell me.

i'd like to know how to fix this so that one will give me a pokemon, but the other two won't after i take one.
Attached Images
File Type: png ORDER.png‎ (23.8 KB, 9 views) (Save to Dropbox)
File Type: png BULB.png‎ (19.8 KB, 9 views) (Save to Dropbox)
File Type: png CHAR.png‎ (23.3 KB, 8 views) (Save to Dropbox)
File Type: png SQUIR.png‎ (28.7 KB, 8 views) (Save to Dropbox)
  #7322    
Old September 18th, 2012, 05:53 PM
DoubleDare96's Avatar
DoubleDare96
Pybro
 
Join Date: Aug 2012
Location: California, United States
Gender: Male
Nature: Adamant
Quote:
Originally Posted by passarbye View Post
Hey guys, i'm having some issues with three different scripts.
some help with them would be greatly appreciated.

Game: Pokemon Fire Red BPRE
Editor: XSE
Script: trying to make a situation where you get to pick from 3 pokemon from people, rather than from items like oak's place.
i also want them to recognize if you've picked a pokemon from one of the other people.

Spoiler:

SCRIPT #1

#dynamic 0x801000

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
checkflag 0x1201
if 0x1 goto @picked
checkflag 0x1202
if 0x1 goto @picked
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1200
msgbox @thanks2 0x6
release
end

#org @question
= I can't take care of my Bulbasaur,\nwould you like to take it?
#org @nothanks
= I understand. Please come back if\nyou change your mind!
#org @thanks
= Oh good!
#org @thanks2
= Please take good care of\nBulbasaur!
#org @recieved
= \v\h01 recieved a BULBASAUR!
#org @checkup
= How is my old Bulbasaur doing?\nKeep treating him well!
#org @picked
= But you've already picked out a\npokemon from one of my sisters!\lYou can't have mine.



SCRIPT #2


#dynamic 0x800B00

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @picked
checkflag 0x1201
if 0x1 goto @done
checkflag 0x1202
if 0x1 goto @picked
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1201
msgbox @thanks2 0x6
release
end

#org @question
= Hi! Would you like to take care of\nmy Charmander?

#org @nothanks
= Oh, okay..

#org @thanks
= Thank you so much!

#org @thanks2
= Hope you like Charmander.

#org @recieved
= \v\h01 recieved a CHARMANDER!

#org @checkup
= How is Charmander doing?

#org @picked
= But you've already taken a pokemon\nfrom one of my sisters..


SCRIPT #3

#dynamic 0x802800

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @picked
checkflag 0x1201
if 0x1 goto @picked
checkflag 0x1202
if 0x1 goto @done
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1202
msgbox @thanks2 0x6
release
end

#org @question
= Hey! Can you take care of my\nSquirtle?

#org @nothanks
= Oh, fine. Come back later if you\nwant it.

#org @thanks
= Great!

#org @thanks2
= Stay safe!

#org @recieved
= \v\h01 recieved a SQUIRTLE!

#org @checkup
= How's my Squirtle doing?

#org @picked
= Don't take my pokemon! You already\ntook one from my sister!





Screenshots in attachments!



i can talk to all three of them, and all three will give me their pokemon (had to restart to test for each one). they will even talk to me after i take their pokemon, but the other two that didn't give me their pokemon will either just beep when i talk to them (no dialogue box), or crash the game.
i've used the debug option in XSE before compiling, but no errors occur at debug.


i am a total noob when it comes to scripting, so if i'm using something wrong, then please tell me.

i'd like to know how to fix this so that one will give me a pokemon, but the other two won't after i take one.
Try having all three of them use the same flag. The reason that it doesn't work is because you checkflag 0x1200 or whatever for each one and it goes straight to @done instead of checking @picked.

Last edited by DoubleDare96; September 18th, 2012 at 06:09 PM. Reason: Your double post has been automatically merged.
  #7323    
Old September 19th, 2012, 05:12 AM
ManekenT
Unhatched Egg
 
Join Date: Aug 2012
Need help with var number, with some var numbers the scripts seem to work but reset when i change maps and with some they dont work at all.
How do i find out which var number is correct and for what are they used?
Or is there a problem in the script?

Game: FireRed
Type: Trigger
Editor: XSE

Spoiler:
Code:
'---------------
#org 0x740C95
lockall
setvar 0x7000 0x1
goto 0x8740CA1

'---------------
#org 0x740CA1
checkflag 0x901
if 0x1 goto 0x8740CF4
checkflag 0x902
if 0x1 goto 0x8740CD5
applymovement 0x2 0x8740DA1
waitmovement 0x0
msgbox 0x8740CF7 MSG_KEEPOPEN '"Text"
applymovement MOVE_PLAYER 0x8740D9E
waitmovement 0x0
setflag 0x902
releaseall
end

'---------------
#org 0x740CF4
releaseall
end

'---------------
#org 0x740CD5
applymovement 0x2 0x8740DA1
waitmovement 0x0
msgbox 0x8740D40 MSG_KEEPOPEN '"Text"
applymovement MOVE_PLAYER 0x8740D9E
waitmovement 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x740CF7
= Text
#org 0x740D40
= Text


'-----------
' Movements
'-----------
#org 0x740DA1
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x740D9E
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
  #7324    
Old September 19th, 2012, 07:29 AM
Bilaterus's Avatar
Bilaterus
ToBe Best Spriter ;)
 
Join Date: Jul 2011
Gender: Male
Nature: Naive
Hey this is quite a long script with some movement and a battle, I would like to find out what is inevitably wrong with it but it won't let me compile! I keep getting an error message saying 'run time error 13 type mismatch'. I've looked over it and I'm finding it difficult to find a/the mistake I have made. I'm still working on it but if it's saying errors now there's no point carrying on. :O

Game:
Fire Red (The best one! Lol)
Type:
Level Script
Editor:
PokeScript
Script:
Spoiler:
#org $script
message $hey
$hey 1 = \c\h01\h08???: Hey!
boxset 4
applymovement 0xFF $gotcha
$gotcha 1 ; #binary 0x10 0x10 0x10 0xFE
applymovement 6 $gotchme
$gotchme 1 ; #binary 0x61 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE
pausemove 0x0000
applymovement 6 $exclam
$exclam 1 ; #binary 0x62 0xFE
pausemove 0x0000
message $hello
$hello 1 = \c\h01\h08AIDE: Did PROF. OAK give you\nthat POKeMON?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $wah
$wah 1 = \c\h01\h08WAH?!\pY...You...\pLet's see if you know\nhow to use it, THIEF!
boxset 6
fadescreen 1
applymovement 4 $bye
$bye 1 ; #binary 0x60 0xFE
applymovement 5 $bye
applymovement 7 $seven
$seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
applymovement 8 $seven
applymovement 9 $seven
applymovement 10 $seven
applymovement 11 $seven
applymovement 12 $seven
applymovement 13 $seven
pausemove 0x0000
pause 0x40
fadescreen 0x00
pause 0x40
message $geddit
$geddit 1 = \c\h01\h08For PROFESSOR OAK!
boxset 6
trainerbattle 0x09 0x01 $win $lose
release
end

message $after
$after 1 = You're tough!
boxset 6
release
end

#org $win
applymovement 7 $exclam
applymovement 8 $exclam
applymovement 9 $exclam
applymovement 10 $exclam
applymovement 11 $exclam
applymovement 12 $exclam
applymovement 13 $exclam
pausemove 0x0000
message $woah
$woah 1 = \c\h01\h08W... Wha... I lost?!
boxset 6
#raw 0xAC 0x11 0x00 0x0E 0x00
#raw 0xAE
message $ooak
$ooak 1 = \c\h01\h08???:What is going on out here?
boxset 6
applymovement 14 $oakapp
$oakapp 1 ; #binary 0x61 0x10 0xFE
pausemove 0x0000
#raw 0xAD 0x11 0x00 0x0E 0x00
#raw 0xAE
applymovement 7 $lookleft1
$lookleft1 1 ; #binary 0x02 0x13 0x65 0xFE
applymovement 10 $lookleft
$lookleft 1 ; #binary 0x02 0x65 0xFE
applymovement 11 $lookleft
applymovement 13 $lookleft
applymovement 8 $lookup
$lookup 1 ; #binary 0x01 0x65 0xFE
applymovement 9 $lookup
applymovement 12 $lookup
pausemove 0x0000
pausemove 0x30
applymovement 14 $oakent
$oakent 1 ; #binary 0x08 0x0A 0x08 0x08 0xFE
pausemove 0x0000
message $ohak
$ohak 1 = \c\h01\h08OAK: AIDEN!
boxset 6
applymovement 6 $aiden
$aiden 1 ; #binary 0x03 0x03 0x02 0x02 0x01 0xFE
pausemove 0x0000
message $aidups
$aidups 1 = Erm...\pSo...\pHow about that job?
boxset 6
message $uroak
$uroak 1 = Leave PALLET TOWN now AIDEN...
boxset 6
setvar 0x6003 0x01
release
end

#org $lose
release
end

#org $yes
message $oh
$oh 1 = oh coolz
boxset 6
release
end


Thanks in advance for the help!

EDIT: For all those with a similar problem I found out that I had too many movements in one offset (i.e
$seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
should be cut down to
$seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
$seven2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
So yup :)
__________________
Please don't feed the Laxes!



My (small) site offers help on all things Advance Mapping!
http://advancedfreak.webs.com/

Visit my youtube channel too and check out my tutorials on all things (you guessed it!) Advance Mapping!
http://www.youtube.com/user/AdvancedMapFreak

Last edited by Bilaterus; September 20th, 2012 at 07:54 AM. Reason: [SOLVED] :P
  #7325    
Old September 19th, 2012, 04:26 PM
passarbye's Avatar
passarbye
Just passin' thru
 
Join Date: Sep 2012
Gender: Male
Quote:
Originally Posted by DoubleDare96 View Post
Try having all three of them use the same flag. The reason that it doesn't work is because you checkflag 0x1200 or whatever for each one and it goes straight to @done instead of checking @picked.
if i use the same flag, then won't all three of them ask how each pokemon is doing?

say i take a pokemon from person A.
person A sets flag 0x1200

if i talk to person B, and they checkflag 0x1200, then they'll go straight to their @done and ask how their pokemon is doing (when i didn't take it), instead of telling me that i've already taken one from person A

so how would i go about writing that?

if i take a pokemon from person A, i want them to talk to me about how their pokemon is doing (which i can do).
but if i talk to person B after taking a pokemon from person A, i want person B to tell me that i can't have theirs.
Closed Thread
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 05:26 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.