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  #7601  
Unread January 23rd, 2013, 03:10 PM
Noossab Blue's Avatar
Noossab Blue
Mime Jr.
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
Quote:
Thanks Doesnt and karatekid.

But now I'm having one small problem...

I'm copying the original mart text verbatim, only changing the beginning offset and the offset of the mart items (and of course, the mart items themselves). But now, when I test the marts in-game, some of them work and others don't bring up the buy menu, seemingly at random...

Spoiler:
Here's an example of one that works:

Code:
'-----------------------
#org 0x8022B2
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x81A6211 '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x88022DA
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x8022DA
#raw word 12C
#raw word 14D
#raw word 142
#raw word 148
#raw word 129
#raw word 147
#raw word 0


'---------
' Strings
'---------
#org 0x1A6211
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!
And here is one that doesn't:

Code:
'-----------------------
#org 0x802337
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lock
faceplayer
msgbox2 0x880236A '"Hi, there!\nMay I help you?"
waitmsgbox
pokemart 0x880235F
msgbox 0x81A5190 '"Please come again!"
callstd 0x4
release
end

'-----------------------
#org 0x1A7AE0
release
end


'-----------
' MartItems
'-----------
#org 0x80235F
#raw word 124
#raw word 128
#raw word 130
#raw word 141
#raw word 0


'---------
' Strings
'---------
#org 0x80236A
= Hi, there!\nMay I help you?

#org 0x1A5190
= Please come again!
Back again...I tried recompiling with xse 1.1.1, to no avail. Some of the time I can make it work still and other times I can't. The last time I made it work, it was displaying "Please come again!" twice...which is weird...but then again this whole thing is very strange.

Any help would be appreciated.
_____________________________________________________

EDIT: Funny story guys. I got frustrated and decided to start the marts over again using one of my backups. Besides using XSE 1.1.1, everything I did was the same. Admittedly, I told A-Map to use later offsets on the off chance that had anything to do with it. I also noticed that when you create a person event behind the counter, the movement permission changes to 0 (no idea if that matters either, just an observation). Annnnnnnd...

It works. Or so it seems. WEIRD. Anyway, with my luck I'll be back in 5 minutes saying it doesn't work after all, but for now...thanks for the help.
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Last edited by Noossab Blue; January 23rd, 2013 at 03:53 PM.
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  #7602  
Unread January 25th, 2013, 03:20 AM
machomuu's Avatar
machomuu
Double Dealing Character
 
Join Date: Apr 2008
Location: Amurca
Gender: Male
Nature: Relaxed
I can't seem to compile this, I keep getting the error "Unknown keyword "" at line 129" Any ideas?

In XSE, line 129 is empty.

This is a script for Fire Red.

Spoiler:
#dynamic 0x800000

#org @start
lock
applymovement 0x1 @Oh
msgbox @Og 0x6
waitmovement 0x1
applymovement 0xFF @Wall
waitmovement 0xFF
applymovement 0x1 @Pall
waitmovement 0x0
msgbox @Fae 0x6
applymovement 0x1 @Have
waitmovement 0x0
applymovement 0x1 @Moe
applymovement 0xFF @Moe
waitmovement 0x0
applymovement 0x1 @Prof
waitmovement 0x0
msgbox @Rap 0x6
applymovement 0x1 @Mall
waitmovement 0x0
applymovement 0x11 @Dall
waitmovement 0x0
msgbox @Ae 0x6
applymovement 0x11 @Fall
msgbox @Mark 0x6
applymovement 0x11 @Ad
msgbox @Tae 0x6
applymovement 0x11 @Bad
waitmovement 0x0
msgbox @Sar 0x6
applymovement 0x11 @Ad
waitmovement 0x0
msgbox @Thar 0x6
applymovement 0x11 @Bad
waitmovement 0x0
msgbox @Far 0x6
msgbox @Far2 0x6
msgbox @Yer 0x6
release
end

#org @Oh
#raw 0x3
#raw 0x62
#raw 0xFE

#org @Og
= Oh!

#org @Wall
#raw 0x2
#raw 0xFE

#org @Pall
#raw 0x13
#raw 0x13
#raw 0xFE

#org @Fae
= AIDE: Welcome to Professor Oak's\nlab.\p[Player]: You mean CERN, right?\pAIDE: For the last time, this\nisn't CERN.\p[PLAYER]: Yeah, yeah. Anyway, I'm here\nto see the professor.\pAIDE: ...Right this way.

#org @Have
#raw 0x11
#raw 0x13
#raw 0x1
#raw 0xFE

#org @Moe
#raw 0x11
#raw 0x11
#raw 0xFE

#org @Prof
#raw 0x63
#raw 0xFE

#org @Rap
= AIDE: Professor? Are you heading\nout?\pOAK: Yes. Do you need something?\pAIDE: [PLAYER] is here to see you.\pOAK: I see. You can go.\pAIDE: Yes, sir.

#org @Mall
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x12
#raw 0x60
#raw 0xFE

#org @Dall
#raw 0x10
#raw 0xFE

#org @Ae
= OAK: To what do I owe this\npleasure, [PLAYER]?\p[Player]: Well, I came to learn more\nabout time travel, and I thought\lyou, of all people, would know.\pOAK: What about it do you want to\nknow?\p[PLAYER]: Well, [RIVAL] mentioned that\n"Extra-Dimensional\lTravel"...whatever that is, is not\lpossible via time travel. Is this\ltrue?\pOAK: Well, yes. You have to think\nof time travel as more restricted\lthan that...

#org @Fall
#raw 0x2
#raw 0x3
#raw 0x1
#raw 0x62
#raw 0xFE

#org @Mark
= Take those three pokeballs, for\nexample.

#org @Ad
#raw 0x1
#raw 0xFE

#org @Bad
#raw 0x0
#raw 0xFE

#org @Tae
= In those pokeballs are three\npokemon.\pOne thing to note,\nhowever, is that those pokemon\lcannot escape the pokeballs of\ltheir volition.\p[Player]: So how does this relate to\ntime travel?\pOAK: Let us use the pokeballs as\nan example for a universe. So-\p[Player]: Hold on, hold on.

#org @Sar
= [Player]: You said "a universe", are you\nimplying that there is more than\lone universe out there?\pOAK: For the sake of your line of\nquestioning, yes.\pBack to the example.

#org @Thar
= The pokemon in those pokeballs\ncannot move freely between their\lpokeballs.\lIf they try to, it\lwill be a futile effort because\lthe distance between them and the\lborders of the pokeball is, for\ldiscussion's sake,
infinte.\p[PLAYER]: Isn't that why so many people\nbelieve that there is only one\luniverse?\lIt is in the name, after all.

#org @Far
= OAK: Yes. The idea of multiple\n'uni'verses, and infinite ones at\lthat, is almost inconceivable.\pHowever, one thing to note about\nthose pokeballs is that they are\lsealed.\lThey have their own unique pokemon\ljust as our universes supposedly\lhave their own unique laws of\lspace and time.\lWe do not share the same, what we\lcall 'facets of reality', as other\luniverses do.\pBut what if there were to be a\ncrack in the universe?\p[PLAYER]: You mean like a wormhole or a\nblack hole?\pOAK: Right on the money.\pThough, I
should note that black\nholes are not 'rips in the\lspace-time continuum', but are\linstead the result of stars\lcollapsing into themselves and\lcreating a compressed area called\la 'singularity' where only gravity\lexists.\p[Player]: ...This...this is too much...\pOAK: Stay with me. Now, one can\ntechnically 'travel through time'\lif they were somehow able to sail\lon the event horizon of a black\lhole.\p[Player]: Wouldn't they get sucked in?

#org @Far2
= OAK: Now you understand why time\ntravel is but a dream.\pIf one were to sail close to the\nevent horizon, they would\lperceive, and even feel the\leffects of time progression at a\lmuch slower rate than normal due\lto the gravitational field.\p[PLAYER]: In other words, time is slower\nfor them?\pOAK: Exactly.\pNow, the reason people suspect\nthat one can travel to other\ldimensions, though not necessarily\luniverses, with a black hole is\lbecause a black hole is a\lsingularity.\pIn other words, it is an infinite\npoint, and inside that point, the\llaws of physics do not apply.\p[PLAYER]: So this goes back to not\ncontaining our "facets of\lreality"?\pOAK: Yes.\pA wormhole, on the other hand, is\nlike the "crack" that I mentioned\learlier.\lIt is, supposedly, a rip in the\lspace-time continuum that works as\la tunnel to other universes.\lThe problem with wormholes,\lhowever, is that they have not\lbeen proven to exist.\pDoes that answer your question?

#org @Yer
= [PLAYER]: Well, I guess my real question\nwould be this:\lIs it possible to go back into the\lpast without becoming incredibly\lcompressed, unusable, or\lrecognizable?\pOAK: No, sadly. There is no such\nmethod to do so.\pOne could time travel, if only for\nan astronomically short time from\lour perspective, if they were to\lgo close to the event horizon of a\lblack hole.\lHowever, they would no doubt be\lsucked in.\p[PLAYER]: Is it possible with the LHC?\pOAK: Hm...I see that you are\nreferring to the mini-black hole\lthat the LHC can produce.\p...\p...\pI would speculate that, if someone\nwere able to reverse the effects\lof one's sailing close to the\levent horizon...yes, we could.\lThough I do not feel that it will\lbe for a long time.\p[PLAYER]: Well thank you for your time,\nprofessor. I really appreciate\lit.\pOAK: The pleasure is all mine.\pTake care.
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  Click here to go to the next staff post in this thread.   #7603  
Unread January 25th, 2013, 03:36 AM
DrFuji's Avatar
DrFuji
Innocence Lost
 
Join Date: Sep 2009
Location: Upside-downia
Age: 20
Gender: Male
Nature: Jolly
Quote:
Originally Posted by machomuu View Post
I can't seem to compile this, I keep getting the error "Unknown keyword "" at line 129" Any ideas?

In XSE, line 129 is empty.

This is a script for Fire Red.

Spoiler:
#dynamic 0x800000

#org @start
lock
applymovement 0x1 @Oh
msgbox @Og 0x6
waitmovement 0x1
applymovement 0xFF @Wall
waitmovement 0xFF
applymovement 0x1 @Pall
waitmovement 0x0
msgbox @Fae 0x6
applymovement 0x1 @Have
waitmovement 0x0
applymovement 0x1 @Moe
applymovement 0xFF @Moe
waitmovement 0x0
applymovement 0x1 @Prof
waitmovement 0x0
msgbox @Rap 0x6
applymovement 0x1 @Mall
waitmovement 0x0
applymovement 0x11 @Dall
waitmovement 0x0
msgbox @Ae 0x6
applymovement 0x11 @Fall
msgbox @Mark 0x6
applymovement 0x11 @Ad
msgbox @Tae 0x6
applymovement 0x11 @Bad
waitmovement 0x0
msgbox @Sar 0x6
applymovement 0x11 @Ad
waitmovement 0x0
msgbox @Thar 0x6
applymovement 0x11 @Bad
waitmovement 0x0
msgbox @Far 0x6
msgbox @Far2 0x6
msgbox @Yer 0x6
release
end

#org @Oh
#raw 0x3
#raw 0x62
#raw 0xFE

#org @Og
= Oh!

#org @Wall
#raw 0x2
#raw 0xFE

#org @Pall
#raw 0x13
#raw 0x13
#raw 0xFE

#org @Fae
= AIDE: Welcome to Professor Oak's\nlab.\p[Player]: You mean CERN, right?\pAIDE: For the last time, this\nisn't CERN.\p[PLAYER]: Yeah, yeah. Anyway, I'm here\nto see the professor.\pAIDE: ...Right this way.

#org @Have
#raw 0x11
#raw 0x13
#raw 0x1
#raw 0xFE

#org @Moe
#raw 0x11
#raw 0x11
#raw 0xFE

#org @Prof
#raw 0x63
#raw 0xFE

#org @Rap
= AIDE: Professor? Are you heading\nout?\pOAK: Yes. Do you need something?\pAIDE: [PLAYER] is here to see you.\pOAK: I see. You can go.\pAIDE: Yes, sir.

#org @Mall
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x12
#raw 0x60
#raw 0xFE

#org @Dall
#raw 0x10
#raw 0xFE

#org @Ae
= OAK: To what do I owe this\npleasure, [PLAYER]?\p[Player]: Well, I came to learn more\nabout time travel, and I thought\lyou, of all people, would know.\pOAK: What about it do you want to\nknow?\p[PLAYER]: Well, [RIVAL] mentioned that\n"Extra-Dimensional\lTravel"...whatever that is, is not\lpossible via time travel. Is this\ltrue?\pOAK: Well, yes. You have to think\nof time travel as more restricted\lthan that...

#org @Fall
#raw 0x2
#raw 0x3
#raw 0x1
#raw 0x62
#raw 0xFE

#org @Mark
= Take those three pokeballs, for\nexample.

#org @Ad
#raw 0x1
#raw 0xFE

#org @Bad
#raw 0x0
#raw 0xFE

#org @Tae
= In those pokeballs are three\npokemon.\pOne thing to note,\nhowever, is that those pokemon\lcannot escape the pokeballs of\ltheir volition.\p[Player]: So how does this relate to\ntime travel?\pOAK: Let us use the pokeballs as\nan example for a universe. So-\p[Player]: Hold on, hold on.

#org @Sar
= [Player]: You said "a universe", are you\nimplying that there is more than\lone universe out there?\pOAK: For the sake of your line of\nquestioning, yes.\pBack to the example.

#org @Thar
= The pokemon in those pokeballs\ncannot move freely between their\lpokeballs.\lIf they try to, it\lwill be a futile effort because\lthe distance between them and the\lborders of the pokeball is, for\ldiscussion's sake,
infinte.\p[PLAYER]: Isn't that why so many people\nbelieve that there is only one\luniverse?\lIt is in the name, after all.

#org @Far
= OAK: Yes. The idea of multiple\n'uni'verses, and infinite ones at\lthat, is almost inconceivable.\pHowever, one thing to note about\nthose pokeballs is that they are\lsealed.\lThey have their own unique pokemon\ljust as our universes supposedly\lhave their own unique laws of\lspace and time.\lWe do not share the same, what we\lcall 'facets of reality', as other\luniverses do.\pBut what if there were to be a\ncrack in the universe?\p[PLAYER]: You mean like a wormhole or a\nblack hole?\pOAK: Right on the money.\pThough, I
should note that black\nholes are not 'rips in the\lspace-time continuum', but are\linstead the result of stars\lcollapsing into themselves and\lcreating a compressed area called\la 'singularity' where only gravity\lexists.\p[Player]: ...This...this is too much...\pOAK: Stay with me. Now, one can\ntechnically 'travel through time'\lif they were somehow able to sail\lon the event horizon of a black\lhole.\p[Player]: Wouldn't they get sucked in?

#org @Far2
= OAK: Now you understand why time\ntravel is but a dream.\pIf one were to sail close to the\nevent horizon, they would\lperceive, and even feel the\leffects of time progression at a\lmuch slower rate than normal due\lto the gravitational field.\p[PLAYER]: In other words, time is slower\nfor them?\pOAK: Exactly.\pNow, the reason people suspect\nthat one can travel to other\ldimensions, though not necessarily\luniverses, with a black hole is\lbecause a black hole is a\lsingularity.\pIn other words, it is an infinite\npoint, and inside that point, the\llaws of physics do not apply.\p[PLAYER]: So this goes back to not\ncontaining our "facets of\lreality"?\pOAK: Yes.\pA wormhole, on the other hand, is\nlike the "crack" that I mentioned\learlier.\lIt is, supposedly, a rip in the\lspace-time continuum that works as\la tunnel to other universes.\lThe problem with wormholes,\lhowever, is that they have not\lbeen proven to exist.\pDoes that answer your question?

#org @Yer
= [PLAYER]: Well, I guess my real question\nwould be this:\lIs it possible to go back into the\lpast without becoming incredibly\lcompressed, unusable, or\lrecognizable?\pOAK: No, sadly. There is no such\nmethod to do so.\pOne could time travel, if only for\nan astronomically short time from\lour perspective, if they were to\lgo close to the event horizon of a\lblack hole.\lHowever, they would no doubt be\lsucked in.\p[PLAYER]: Is it possible with the LHC?\pOAK: Hm...I see that you are\nreferring to the mini-black hole\lthat the LHC can produce.\p...\p...\pI would speculate that, if someone\nwere able to reverse the effects\lof one's sailing close to the\levent horizon...yes, we could.\lThough I do not feel that it will\lbe for a long time.\p[PLAYER]: Well thank you for your time,\nprofessor. I really appreciate\lit.\pOAK: The pleasure is all mine.\pTake care.
I can't replicate that error and I can't ever recall something like this happening. I'd suggest shifting the parts of your script around and see if you can fill line 129 with something. The easiest thing to do this is probably putting your big block of applymovements/ msgboxes at the end of the script.

Hopefully that stops XSE from glitching out but I'm really not sure what caused this in the first place :/
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  #7604  
Unread January 25th, 2013, 02:05 PM
machomuu's Avatar
machomuu
Double Dealing Character
 
Join Date: Apr 2008
Location: Amurca
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by DrFuji View Post
I can't replicate that error and I can't ever recall something like this happening. I'd suggest shifting the parts of your script around and see if you can fill line 129 with something. The easiest thing to do this is probably putting your big block of applymovements/ msgboxes at the end of the script.

Hopefully that stops XSE from glitching out but I'm really not sure what caused this in the first place :/
Thanks for the help, Fuji.

I tried it out, but sadly, it didn't work. However, one thing I did notice is that where @Far went, the error always followed. For instance, say the following lines were 127 (the pointer), 128 (the text), and 129 (the blank line):
Spoiler:
#org @Far
= OAK: Yes. The idea of multiple\n'uni'verses, and infinite ones at\lthat, is almost inconceivable.\p*snip*


The error would occur on 129. If I moved those same 3 lines (or even just the two containing the pointer and text) to a different location, regardless of what is in the following line, it would give me the same error.

I then tried removing @Far, and low and behold, it compiled...which is a problem, since that's one of my most important text strings.

Any idea on why this is happening?
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  #7605  
Unread January 25th, 2013, 06:12 PM
karatekid552's Avatar
karatekid552
Scyther
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by machomuu View Post
Thanks for the help, Fuji.

I tried it out, but sadly, it didn't work. However, one thing I did notice is that where @Far went, the error always followed. For instance, say the following lines were 127 (the pointer), 128 (the text), and 129 (the blank line):
Spoiler:
#org @Far
= OAK: Yes. The idea of multiple\n'uni'verses, and infinite ones at\lthat, is almost inconceivable.\p*snip*


The error would occur on 129. If I moved those same 3 lines (or even just the two containing the pointer and text) to a different location, regardless of what is in the following line, it would give me the same error.

I then tried removing @Far, and low and behold, it compiled...which is a problem, since that's one of my most important text strings.

Any idea on why this is happening?
I noticed that when I attempted to compile it, there were points at which the enter/return (depending on your keyboard) had been hit to go to the next line in the middle of a text. These caused errors in similar areas. Are you sure that every single set of text is just on one line?

Other than that, it compiled just fine.
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  #7606  
Unread January 25th, 2013, 06:36 PM
SpadeEdge16's Avatar
SpadeEdge16
Mime Jr.
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by machomuu View Post
Thanks for the help, Fuji.

I tried it out, but sadly, it didn't work. However, one thing I did notice is that where @Far went, the error always followed. For instance, say the following lines were 127 (the pointer), 128 (the text), and 129 (the blank line):
Spoiler:
#org @Far
= OAK: Yes. The idea of multiple\n'uni'verses, and infinite ones at\lthat, is almost inconceivable.\p*snip*


The error would occur on 129. If I moved those same 3 lines (or even just the two containing the pointer and text) to a different location, regardless of what is in the following line, it would give me the same error.

I then tried removing @Far, and low and behold, it compiled...which is a problem, since that's one of my most important text strings.

Any idea on why this is happening?
I've also had this same problem happen to me, basically if I have some kind of small mistake with the text, I'll go back and fix it, but then when I compile it, the unknown keyword will show up like it did for you. I've even tried deleting the line with the error, then it'll just go to the next line with the redone text. I've tried copy and pasting it into a new script, same problem. Basically all you can really do is just make the whole script over again. At least that's what worked for me. I don't know any technical reasons as to what causes it though.
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  #7607  
Unread January 27th, 2013, 02:14 AM
thetripplenine's Avatar
thetripplenine
BLUE<3
 
Join Date: Jan 2013
Gender: Male
Spoiler:
'-----------------------
#org 0x9C0B77
checkflag 0x800
if 0x1 goto 0x88000B2
msgbox 0x8845E7E '"A Riolu is in a Pokéball.\pDo you w..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8845D18
msgbox 0x88000E9 '"Well it doesn't seem right, is this..."
callstd 0x6
release
end

'-----------------------
#org 0x8000B2
msgbox 0x8800154 '"Really you want another one!"
callstd 0x6
release
end

'-----------------------
#org 0x845D18
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8845D4D '"\c\h01ÊFound a RIOLU!"
callstd 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8845D62 '"\c\h01ÊNickname this RIOLU?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88000AB
release
end

'-----------------------
#org 0x8000AB
call 0x81A0678
return

'-----------------------
#org 0x1A0678
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x845E7E
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org 0x8000E9
= Well it doesn't seem right, is this\nan initiation?

#org 0x800154
= Really you want another one!

#org 0x845D4D
= \c\h01ÊFound a RIOLU!

#org 0x845D62
= \c\h01ÊNickname this RIOLU?



Whenever I say yes to nickname it goes to the image of a clock. Help please...
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  #7608  
Unread January 27th, 2013, 02:25 AM
machomuu's Avatar
machomuu
Double Dealing Character
 
Join Date: Apr 2008
Location: Amurca
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by thetripplenine View Post
Spoiler:
'-----------------------
#org 0x9C0B77
checkflag 0x800
if 0x1 goto 0x88000B2
msgbox 0x8845E7E '"A Riolu is in a Pokéball.\pDo you w..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8845D18
msgbox 0x88000E9 '"Well it doesn't seem right, is this..."
callstd 0x6
release
end

'-----------------------
#org 0x8000B2
msgbox 0x8800154 '"Really you want another one!"
callstd 0x6
release
end

'-----------------------
#org 0x845D18
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8845D4D '"\c\h01ÊFound a RIOLU!"
callstd 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8845D62 '"\c\h01ÊNickname this RIOLU?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88000AB
release
end

'-----------------------
#org 0x8000AB
call 0x81A0678
return

'-----------------------
#org 0x1A0678
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x845E7E
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org 0x8000E9
= Well it doesn't seem right, is this\nan initiation?

#org 0x800154
= Really you want another one!

#org 0x845D4D
= \c\h01ÊFound a RIOLU!

#org 0x845D62
= \c\h01ÊNickname this RIOLU?



Whenever I say yes to nickname it goes to the image of a clock. Help please...
What game are you hacking?
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  #7609  
Unread January 27th, 2013, 02:29 AM
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karatekid552
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Quote:
Originally Posted by machomuu View Post
What game are you hacking?
He must be hacking Ruby because no special in FireRed documented by JPAN brings up a clock, and there is no clock in FireRed to begin with.
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  #7610  
Unread January 27th, 2013, 02:33 AM
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The game i'm hacking is emerald.
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  #7611  
Unread January 27th, 2013, 02:53 AM
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karatekid552
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Quote:
Originally Posted by thetripplenine View Post
The game i'm hacking is emerald.
So close... Many of the specials are different on Emerald. Special 0xA1 will nickname a pokemon for you. Try looking at scripts which you know contain the given special to find their new numbers.
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  #7612  
Unread January 27th, 2013, 03:31 AM
FBI agent
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Quote:
Originally Posted by karatekid552 View Post
So close... Many of the specials are different on Emerald. Special 0xA1 will nickname a pokemon for you. Try looking at scripts which you know contain the given special to find their new numbers.
Even in Fire Red I found my nickname special only works sometimes. Any idea why that is? Like it works I'd say half the time and randomly. Script doesn't crash or anything but it doesn't name the Pokemon (the nick name screen comes up with a ??? rather than the Pokemon mini-sprite-overworld thing). I can only assume I'm supposed to do more in the script than just calling the nickname special.

Any idea why that is?
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  #7613  
Unread January 27th, 2013, 03:46 AM
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The nickname special read the pokemon position from var 0x8004, where 0x0 is your first slot. If this is set to a slot where there is no pokemon, it will still try to name it. This is all I can think is happening.
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  #7614  
Unread January 27th, 2013, 06:34 AM
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And now it's not even letting me receive the Pokemon, fun..

Spoiler:
'-----------------------
#org 0x9C0B77
checkflag 0x800
if 0x1 goto 0x88000B2
msgbox 0x8845E7E '"A Riolu is in a Pokéball.\pDo you w..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8845D18
msgbox 0x88000E9 '"Well it doesn't seem right, is this..."
callstd 0x6
release
end

'-----------------------
#org 0x8000B2
msgbox 0x8800154 '"Really you want another one!"
callstd 0x6
release
end

'-----------------------
#org 0x845D18
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8845D4D '"\c\h01ÊFound a RIOLU!"
callstd 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8845D62 '"\c\h01ÊNickname this RIOLU?"
special 0xA1
compare LASTRESULT 0x1
if 0x1 goto 0x88000AB
bufferitem 0x8 0x1FC
if 0xC0 call 0xD8E2E9E3
nop
cmdD5 0xCC00
cmdC3 0xC9
bufferboxname 0xCF 0xFFAB
checkcoins 0xC64B

'-----------------------
#org 0x8000AB
call 0x81A0678
'-----------------------
#org 0x1A0678
fadescreen 0x1

'---------
' Strings
'---------
#org 0x845E7E
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org 0x8000E9
= Well it doesn't seem right, is this\nan initiation?

#org 0x800154
= Really you want another one!

#org 0x845D4D
= \c\h01ÊFound a RIOLU!

#org 0x845D62
= \c\h01ÊNickname this RIOLU?




Proof that this doesn't let me get the actual pokemon, it's actually really small, click it to make it bigger...
Lol MB

Last edited by DrFuji; January 27th, 2013 at 06:42 AM. Reason: Merging consecutive posts
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  Click here to go to the next staff post in this thread.   #7615  
Unread January 27th, 2013, 08:22 AM
DrFuji's Avatar
DrFuji
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Quote:
Originally Posted by thetripplenine View Post
And now it's not even letting me receive the Pokemon, fun..

Spoiler:
'-----------------------
#org 0x9C0B77
checkflag 0x800
if 0x1 goto 0x88000B2
msgbox 0x8845E7E '"A Riolu is in a Pokéball.\pDo you w..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8845D18
msgbox 0x88000E9 '"Well it doesn't seem right, is this..."
callstd 0x6
release
end

'-----------------------
#org 0x8000B2
msgbox 0x8800154 '"Really you want another one!"
callstd 0x6
release
end

'-----------------------
#org 0x845D18
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8845D4D '"\c\h01ÊFound a RIOLU!"
callstd 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8845D62 '"\c\h01ÊNickname this RIOLU?"
special 0xA1
compare LASTRESULT 0x1
if 0x1 goto 0x88000AB
bufferitem 0x8 0x1FC
if 0xC0 call 0xD8E2E9E3
nop
cmdD5 0xCC00
cmdC3 0xC9
bufferboxname 0xCF 0xFFAB
checkcoins 0xC64B

'-----------------------
#org 0x8000AB
call 0x81A0678
'-----------------------
#org 0x1A0678
fadescreen 0x1

'---------
' Strings
'---------
#org 0x845E7E
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org 0x8000E9
= Well it doesn't seem right, is this\nan initiation?

#org 0x800154
= Really you want another one!

#org 0x845D4D
= \c\h01ÊFound a RIOLU!

#org 0x845D62
= \c\h01ÊNickname this RIOLU?




Proof that this doesn't let me get the actual pokemon, it's actually really small, click it to make it bigger...
Lol MB
It looks like you've overwritten your initial script without re-pointing the parts of it which you have expanded in this revised version. This is because your offsets haven't changed (your scripts both start at the offset 0x9C0B77) and has led to your script becoming garbled later on. Unless you're doing minor edits (that don't increase the overall length) to an already inserted script then you should be using dynamic offsets like how you originally inserted the script rather than using the decompiled version.

Also, you seem to be using an early version of XSE. Here's a link to XSE 1.1.1 which is far less buggy and alters a few things such as the msgbox commands.

With that, try inserting this with the new version of XSE:

Code:
#dynamic 0x9C0000

#org @start
checkflag 0x800
if 0x1 goto @AnotherPokemon
msgbox @WantRiolu? 0x5
compare 0x800D 0x1
if 0x1 goto @TakeRiolu
msgbox @Initiation 0x2
release
end

#org @AnotherPokemon
msgbox @WantAnother? 0x2
release
end

#org @TakeRiolu
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox @FoundRiolu 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox @NicknameRiolu? 0x5
compare 0x800D 0x1
if 0x1 call @Nickname
release
end

#org @Nickname
fadescreen 0x1
special 0xA1
waitstate
return

#org @WantRiolu?
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org @Initiation
= Well it doesn't seem right, is this\nan initiation?

#org @WantAnother?
= Really you want another one!

#org @FoundRilolu
= \c\h01ÊFound a RIOLU!

#org @NicknameRiolu?
= \c\h01ÊNickname this RIOLU?
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  #7616  
Unread January 27th, 2013, 06:20 PM
thetripplenine's Avatar
thetripplenine
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Gender: Male
Quote:
Originally Posted by DrFuji View Post
It looks like you've overwritten your initial script without re-pointing the parts of it which you have expanded in this revised version. This is because your offsets haven't changed (your scripts both start at the offset 0x9C0B77) and has led to your script becoming garbled later on. Unless you're doing minor edits (that don't increase the overall length) to an already inserted script then you should be using dynamic offsets like how you originally inserted the script rather than using the decompiled version.


With that, try inserting this with the new version of XSE:

Code:
#dynamic 0x9C0000

#org @start
checkflag 0x800
if 0x1 goto @AnotherPokemon
msgbox @WantRiolu? 0x5
compare 0x800D 0x1
if 0x1 goto @TakeRiolu
msgbox @Initiation 0x2
release
end

#org @AnotherPokemon
msgbox @WantAnother? 0x2
release
end

#org @TakeRiolu
givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
msgbox @FoundRiolu 0x4
waitfanfare
closeonkeypress
setflag 0x800
msgbox @NicknameRiolu? 0x5
compare 0x800D 0x1
if 0x1 call @Nickname
release
end

#org @Nickname
fadescreen 0x1
special 0xA1
waitstate
return

#org @WantRiolu?
= A Riolu is in a Pokéball.\pDo you want a Riolu?

#org @Initiation
= Well it doesn't seem right, is this\nan initiation?

#org @WantAnother?
= Really you want another one!

#org @FoundRilolu
= \c\h01ÊFound a RIOLU!

#org @NicknameRiolu?
= \c\h01ÊNickname this RIOLU?
Now it just doesnt work, but i think it's because there has to be three of them for three different pokemon...
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Last edited by thetripplenine; January 27th, 2013 at 09:39 PM. Reason: Your double post has been automatically merged.
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  #7617  
Unread January 27th, 2013, 08:47 PM
SonLJ
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
I'm using XSE and i put this in

#dynamic 0x800000

#org @start
lock
faceplayer
message @1 0x6
release
end

#org @1
= Hey, Lj.

However when I put the offset into the advance map sprite and talk to it it just gives a bleep sound and no msgbox appears. Please help.

Sorry for double posting but I fixed it I needed to download XSE 1.1.1 I guess I had a older version of XSE. So I got it.

Last edited by SonLJ; January 27th, 2013 at 09:07 PM. Reason: Your double post has been automatically merged.
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  #7618  
Unread January 27th, 2013, 09:09 PM
butterflye's Avatar
butterflye
Dancing on the rainbow lane
 
Join Date: Nov 2012
Age: 18
Gender: Female
Nature: Calm
Hi, I just started the scripting and I need help.
I use the Ruby game. I make a givepokemon script and I follow the diegoisawesome's tutorial. It works, but to a point. When I click "Yes", box with Yes / No disappears, but the game freezes. (Here's the screenshot img841.imageshack.us/img841/4355/eeekp.png). Does anyone have an idea what is the reason?

Here's my script:
Spoiler:
#dynamic 0xD00523

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x376 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= You! Come here. Remember, what I\nsaid. Here, take this Absol. He\lseems to loved you, but I don't\lknow, how he can make it.

#org @2
= Humph. You have no heart.

#org @3
= [black_rs]You received a Absol!

#org @4
= [black_rs]Would you like to give a\nnickname to Absol?

#org @5
= Better not hurt him!

#org @6
= I hope Absol is fine.
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  #7619  
Unread January 27th, 2013, 09:26 PM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
Gender: Male
Quote:
Originally Posted by butterflye View Post
Hi, I just started the scripting and I need help.
I use the Ruby game. I make a givepokemon script and I follow the diegoisawesome's tutorial. It works, but to a point. When I click "Yes", box with Yes / No disappears, but the game freezes. (Here's the screenshot img841.imageshack.us/img841/4355/eeekp.png). Does anyone have an idea what is the reason?

Here's my script:
Spoiler:
#dynamic 0x90000000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= You! Come here. Remember, what I\nsaid. Here, take this Absol. He\lseems to loved you, but I don't\lknow, how he can make it.

#org @2
= Humph. You have no heart.

#org @3
= [black_rs]You received a Absol!

#org @4
= [black_rs]Would you like to give a\nnickname to Absol?

#org @5
= Better not hurt him!

#org @6
= I hope Absol is fine.
Tell me if this Helps

Spoiler:
#dynamic 0xD00523

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x376 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= You! Come here. Remember, what I\nsaid. Here, take this Absol. He\lseems to loved you, but I don't\lknow, how he can make it.

#org @2
= Humph. You have no heart.

#org @3
= [black_rs]You received a Absol!

#org @4
= [black_rs]Would you like to give a\nnickname to Absol?

#org @5
= Better not hurt him!

#org @6
= I hope Absol is fine.
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  Click here to go to the next staff post in this thread.   #7620  
Unread January 27th, 2013, 09:48 PM
DrFuji's Avatar
DrFuji
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Join Date: Sep 2009
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Gender: Male
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Quote:
Originally Posted by thetripplenine View Post
It says type mismatch on line 21 and that's with the new xse...

the problem may have just been that there's three of them...
It doesn't work because I accidentally misspelled Riolu on that dynamic pointer so it didn't know where to connect. After correcting that it compiled perfectly in my XSE :P
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  #7621  
Unread January 27th, 2013, 10:06 PM
thetripplenine's Avatar
thetripplenine
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Quote:
Originally Posted by DrFuji View Post
It doesn't work because I accidentally misspelled Riolu on that dynamic pointer so it didn't know where to connect. After correcting that it compiled perfectly in my XSE
So i opened emerald and tried it, and I tried out the script but nothing happened
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  #7622  
Unread January 27th, 2013, 10:29 PM
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machomuu
Double Dealing Character
 
Join Date: Apr 2008
Location: Amurca
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by thetripplenine View Post
So i opened emerald and tried it, and I tried out the script but nothing happened
When you say "nothing happened", what exactly do you mean by "nothing"? Did the script just not activate? Did the game freeze?
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  #7623  
Unread January 27th, 2013, 10:33 PM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
Gender: Male
Quote:
Originally Posted by machomuu View Post
When you say "nothing happened", what exactly do you mean by "nothing"? Did the script just not activate? Did the game freeze?
When i say nothing happened i mean i clicked the Pokeball and no script popped up or getting a pokemon or anything.
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  #7624  
Unread January 27th, 2013, 10:41 PM
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machomuu
Double Dealing Character
 
Join Date: Apr 2008
Location: Amurca
Gender: Male
Nature: Relaxed
Oh, and thanks for the help Fuji, Karatekid, and SpadeEdge. I ended up resolving the issue with my script by rewriting the line with the error and splitting it up into three different pointers.
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  #7625  
Unread January 28th, 2013, 01:17 PM
butterflye's Avatar
butterflye
Dancing on the rainbow lane
 
Join Date: Nov 2012
Age: 18
Gender: Female
Nature: Calm
Quote:
Originally Posted by thetripplenine View Post
Tell me if this Helps

Spoiler:
#dynamic 0xD00523

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x376 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= You! Come here. Remember, what I\nsaid. Here, take this Absol. He\lseems to loved you, but I don't\lknow, how he can make it.

#org @2
= Humph. You have no heart.

#org @3
= [black_rs]You received a Absol!

#org @4
= [black_rs]Would you like to give a\nnickname to Absol?

#org @5
= Better not hurt him!

#org @6
= I hope Absol is fine.
No, it did not help. To be honest, I don't see also difference between your script and mine. Anyway, I tried to use other tutorials, I added also "lock" and "faceplayer", but still the game freezes when I select "Yes". Here's the script with a few changes:
Spoiler:
#dynamic 0xD0052F

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @done
msgbox @6 0x6
release
end

#org @take
givepokemon 0x376 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
setflag 0x828
msgbox @5 0x6
release
end

#org @1
= You! Come here. Remember, what I\nsaid. Here, take this Absol. He\lseems to loved you, but I don't\lknow, how he can make it.

#org @2
= Humph. You have no heart.

#org @3
= [black_rs]You received an Absol!

#org @5
= Better not hurt him!

#org @6
= I hope Absol is fine.


Can anybody help me?
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