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  #7751    
Old January 31st, 2013, 06:17 PM
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by DrFuji View Post
But if the flag isn't set that's then it goes to to the pointer rather than the other way around. The if command was comparing the flag's status to 0x0 rather than 0x1.

I'm not entirely sure what could be causing the problem though. Have you decompiled the script to see if any commands are messed up (since you're working with already inserted scripts), Nossab Blue?
Good eye, I didn't notice the if statement didn't check true. I sorta assumed it did because I always check for true. That being said, I can't find an error either. Are you sure your script is not overwriting other things? By that I'm asking if you repointed the script.
__________________
...

Hacks I support:
http://www.pokecommunity.com/showthread.php?t=297199 --Legend of Anbuja
http://www.pokecommunity.com/showthread.php?t=200227 -- Pokemon Rose version

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7752    
Old January 31st, 2013, 06:33 PM
Noossab Blue's Avatar
Noossab Blue
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
I haven't decompiled it...I didn't know that would do anything actually. But I'm glad I'm not alone in having trouble finding the error...I'll try it and edit this post with the result.

EDIT: I tried decompiling and recompiling it, and all it did was take off the first letter of each of the 3 strings when you are choosing the pokemon...

EDIT2: @FBI agent- I'm fairly certain, because I used dynamic offsets for everything I changed...and the script caries out perfectly otherwise. The problem seems to be with recalling the variables, given the question mark pics I get on the second two balls. Are variables stored permanently, or only as long as the script runs?
__________________
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!


Last edited by Noossab Blue; January 31st, 2013 at 06:53 PM.
  #7753    
Old January 31st, 2013, 06:41 PM
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
Nature: Bold
Quote:
Originally Posted by DrFuji View Post
But if the flag isn't set that's then it goes to to the pointer rather than the other way around. The if command was comparing the flag's status to 0x0 rather than 0x1.

I'm not entirely sure what could be causing the problem though. Have you decompiled the script to see if any commands are messed up (since you're working with already inserted scripts), Nossab Blue?



There's no need to have the script branch off to the @take section if you want everything to activate. You can also turn the play by using the applymovement command but instead of using the mother's Event Number, use 0xFF (which is the player's). The running shoes are given by setting the flag 0x8C0. Finally, the command 'giveitem' always displays an automatic message whenever you use it. If you want it to be silent then it would be better to use 'additem' instead.

All-in-all, this script should be closer to what you want:

Code:
#dynamic 0x9C0000

#org @start
checkflag 0x8C0 // Changed to 0x8C0 since it is going to be set later on during the script anyway
if 0x1 goto @done
applymovement 0x0 @move
applymovement 0xFF @turn // Added movement command for the player so they will face the mother
waitmovement 0x0
msgbox @1 0x6 // Moved the @take section of the script here
additem 0x4 0x5 // Changed to additem
msgbox @received2 0x6
additem 0xD 0x5 // Changed to additem
msgbox @received3 0x6
setflag 0x8C0 // In Pokemon Emerald the Running Shoes are activated by the flag 0x8C0
msgbox @received 0x6
applymovement 0x0 @move_back
waitmovement 0x0
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE

#org @turn // Player movements
#raw 0x2
#raw 0xFE

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

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

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

#org @received3
= [Player] received \c\h01ÊPotions![/spoiler]
Thanks for helping me with all those times i needed help :D and now.
  #7754    
Old January 31st, 2013, 06:59 PM
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by Noossab Blue View Post
I haven't decompiled it...I didn't know that would do anything actually. But I'm glad I'm not alone in having trouble finding the error...I'll try it and edit this post with the result.

EDIT: I tried decompiling and recompiling it, and all it did was take off the first letter of each of the 3 strings when you are choosing the pokemon...

EDIT2: @FBI agent- I'm fairly certain, because I used dynamic offsets for everything I changed...and the script caries out perfectly otherwise. The problem seems to be with recalling the variables, given the question mark pics I get on the second two balls. Are variables stored permanently, or only as long as the script runs?
Post the decompiled script? They are stored permanently (with the exception of temporary variables).
__________________
...

Hacks I support:
http://www.pokecommunity.com/showthread.php?t=297199 --Legend of Anbuja
http://www.pokecommunity.com/showthread.php?t=200227 -- Pokemon Rose version

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7755    
Old January 31st, 2013, 08:15 PM
Noossab Blue's Avatar
Noossab Blue
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
Ok here is the decompiled script.

Code:
'---------------
#org 0x800000
lock
faceplayer
setvar 0x4001 0x0
checkflag 0x900
if 0x0 call 0x8800040
copyvar 0x4002 0x9000
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x800040
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call 0x880006E
compare 0x8008 0x1
if 0x1 call 0x8800075
compare 0x8008 0x2
if 0x1 call 0x880007C
setflag 0x900
return

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x80006E
setvar 0x9000 0x1
return

'---------------
#org 0x800075
setvar 0x9000 0x98
return

'---------------
#org 0x80007C
setvar 0x9000 0x115
return

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '"  see! BULBASAUR is your choice.\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '" m! SQUIRTLE is your choice.\nIt's..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! CHARMANDER is your choice.\nYo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
=  see! BULBASAUR is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON BULBASAUR?

#org 0x18E207
= m! SQUIRTLE is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON SQUIRTLE?

#org 0x18E194
= Ah! CHARMANDER is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON CHARMANDER?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (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 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
__________________
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!

  #7756    
Old February 1st, 2013, 04:10 AM
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by Noossab Blue View Post
Ok here is the decompiled script.

Code:
'---------------
#org 0x800000
lock
faceplayer
setvar 0x4001 0x0
checkflag 0x900
if 0x0 call 0x8800040
copyvar 0x4002 0x9000
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

'---------------
#org 0x800040
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call 0x880006E
compare 0x8008 0x1
if 0x1 call 0x8800075
compare 0x8008 0x2
if 0x1 call 0x880007C
setflag 0x900
return

'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
release
end

'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x80006E
setvar 0x9000 0x1
return

'---------------
#org 0x800075
setvar 0x9000 0x98
return

'---------------
#org 0x80007C
setvar 0x9000 0x115
return

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '"  see! BULBASAUR is your choice.\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '" m! SQUIRTLE is your choice.\nIt's..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! CHARMANDER is your choice.\nYo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
=  see! BULBASAUR is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON BULBASAUR?

#org 0x18E207
= m! SQUIRTLE is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON SQUIRTLE?

#org 0x18E194
= Ah! CHARMANDER is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON CHARMANDER?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (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 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
OH RIGHT! I remember now. Flags in the 900s overwrite variables in the 4000s!
Change your variables to the 500s or the flag to the 200/201/203/204 (there are unused flags, but any unused, non-temporary flag would no).

Here is proof:
http://www.pokecommunity.com/showpos...&postcount=158

edit: Also your choice in variables aren't the best either, if you read this link.
__________________
...

Hacks I support:
http://www.pokecommunity.com/showthread.php?t=297199 --Legend of Anbuja
http://www.pokecommunity.com/showthread.php?t=200227 -- Pokemon Rose version

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7757    
Old February 1st, 2013, 06:07 AM
Noossab Blue's Avatar
Noossab Blue
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
Ok I just want to confirm...do you mean change variables to 5000s? And change the flags to any unused flag?
__________________
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!

  #7758    
Old February 1st, 2013, 08:15 AM
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by Noossab Blue View Post
Ok I just want to confirm...do you mean change variables to 5000s? And change the flags to any unused flag?
Yeah. Make sure the unused flag isn't a temporary flag. Flags 200-204 are good unused flags for events such as this :)
__________________
...

Hacks I support:
http://www.pokecommunity.com/showthread.php?t=297199 --Legend of Anbuja
http://www.pokecommunity.com/showthread.php?t=200227 -- Pokemon Rose version

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7759    
Old February 1st, 2013, 10:55 AM
Noossab Blue's Avatar
Noossab Blue
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
It works perfectly now. Of course, your rival still picks up a gen 1 starter no matter what, but I'm not sure how to avoid that...especially in the future rival battles...

EDIT: Actually with a bit of manipulation I got the rival to pick up the correct pokemon as well. But idk how to then implement it in the battle...we shall see...
__________________
IGN: Anna/Noossab Blue
3DS FC: 3196 3609 8450

Thanks to SilverGrey for the awesome banner! Click to see!
Current as of 1/31/14: I updated again!


Last edited by Noossab Blue; February 1st, 2013 at 11:15 AM.
  #7760    
Old February 1st, 2013, 11:33 AM
SpadeEdge16's Avatar
SpadeEdge16
 
Join Date: May 2012
Gender: Male
Can someone help me out with this set healing place script? Its for the players house in pallet town on FR, its just supposed to be the usual, if you lose, you spawn in front of your mom and she heals your pkmn, but every time i put it in, afterwards i cant walk into that part of the house, or the screen goes black and freezes. ive tried setting it to 03 and 05, both give me a black screen when i enter the room.
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
setvar 0x405A 0x0004
setvar 0x405B 0x05
setvar 0x405C 0x05
applymovement 0x1 @face2
waitmovement 0x1
applymovement 0xFF @face
waitmovement 0xFF
sethealingplace 0x1
release
end

#org @face
#raw 0x01
#raw 0xFE

#org @face2
#raw 0x0
#raw 0xFE
  #7761    
Old February 1st, 2013, 12:53 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by SpadeEdge16 View Post
Can someone help me out with this set healing place script? Its for the players house in pallet town on FR, its just supposed to be the usual, if you lose, you spawn in front of your mom and she heals your pkmn, but every time i put it in, afterwards i cant walk into that part of the house, or the screen goes black and freezes. ive tried setting it to 03 and 05, both give me a black screen when i enter the room.
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
setvar 0x405A 0x0004
setvar 0x405B 0x05
setvar 0x405C 0x05
applymovement 0x1 @face2
waitmovement 0x1
applymovement 0xFF @face
waitmovement 0xFF
sethealingplace 0x1
release
end

#org @face
#raw 0x01
#raw 0xFE

#org @face2
#raw 0x0
#raw 0xFE
Sounds like a problem... You have your sethealingplace set up fine. Now, I'm assuming this is a level script, so it should be set to 02 and have an unused var attached.

Just a nice list of vars and flags in FireRed: http://www.pokecommunity.com/showpos...&postcount=158

I don't have a copy of the original script in front of me, so is the only thing you changed was adding the sethealingplace? Just what did you add exactly?

Quote:
Originally Posted by Noossab Blue View Post
It works perfectly now. Of course, your rival still picks up a gen 1 starter no matter what, but I'm not sure how to avoid that...especially in the future rival battles...

EDIT: Actually with a bit of manipulation I got the rival to pick up the correct pokemon as well. But idk how to then implement it in the battle...we shall see...
You could set a var to the I.D. of the rivals starter Pokemon. Then, use that var to launch a different trainer battle at the time for a rival battle depending upon that var. You will need to set up several different trainers, one for each starter.
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Last edited by karatekid552; February 1st, 2013 at 12:57 PM. Reason: Your double post has been automatically merged.
  #7762    
Old February 1st, 2013, 01:07 PM
SpadeEdge16's Avatar
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Quote:
Originally Posted by karatekid552 View Post
Sounds like a problem... You have your sethealingplace set up fine. Now, I'm assuming this is a level script, so it should be set to 02 and have an unused var attached.

Just a nice list of vars and flags in FireRed: http://www.pokecommunity.com/showpos...&postcount=158

I don't have a copy of the original script in front of me, so is the only thing you changed was adding the sethealingplace? Just what did you add exactly?
So i tried it with 02, and it didnt black screen when i went into the room, and everything wasfine, but then when i tried losing a battle, it said i scurried to a pokecenter and it sent me to the connection room where you would link battle/trade, then did the pokecenter healing script, instead of taking me to my house.
This is the jpan hack engine, so all thats in that room is a basic script event which works just fine, its just a basic move and talk script, theres nothing else in the room.
  #7763    
Old February 1st, 2013, 01:17 PM
karatekid552's Avatar
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Quote:
Originally Posted by SpadeEdge16 View Post
So i tried it with 02, and it didnt black screen when i went into the room, and everything wasfine, but then when i tried losing a battle, it said i scurried to a pokecenter and it sent me to the connection room where you would link battle/trade, then did the pokecenter healing script, instead of taking me to my house.
This is the jpan hack engine, so all thats in that room is a basic script event which works just fine, its just a basic move and talk script, theres nothing else in the room.
The use of JPAN's engine should be required in the problem description. There is a whole new set up for it requiring three parameters. See his documentation you received upon download.
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  #7764    
Old February 1st, 2013, 01:39 PM
SpadeEdge16's Avatar
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Quote:
Originally Posted by karatekid552 View Post
The use of JPAN's engine should be required in the problem description. There is a whole new set up for it requiring three parameters. See his documentation you received upon download.
This is what i found about set healing, as far as i could tell, im doing it right, the worst part is that in my old hack i used this same script, and it worked fine, so i dont know what could be the problem. o-o
Spoiler:
Version 0.2 (beta)

- repaired missing std commands (give item scripts)

- Fixed small bug in the Swarm-Roam special and hack, now allowing for
compatibility with the Wild data switch.

- Added to the Swarm-roam the capability to overwrite the level hack,
allowing for Roaming pokemon (1 in 0x8006) to have a different level

- Added three more slots to the Wild data switch, allowing you to replace
dynamically all of the 4 datas without the need to ovewrite the last
used one.

- Sethealingplace command changed. now, it REQUIRES three variables to be
set in order to work

Spoiler:
.align 2
.thumb

/*this code is meant to ovewrite the "choose warp" part of the
special 0xc8 (the blackout script).
this code uses three consecutive variables to create that warp
because this code is much smaller than the original, it will be
inserted over it, starting at 0x080bfd54*/

/*this will allow the code to compile correctly, but this output
cannot replace the one in this folder, as it's too big and would
corrupt the package.*/
.org 0xbfd54
replacer_code: ldr r0, var_405a
bl 0x6e568
lsl r1, r0, #0x18
lsr r0, r0, #0x8
lsr r1, r1, #0x18
strb r1, [r4]
strb r0, [r4, #0x1]
mov r0, #0xff
strb r0, [r4, #0x2]
ldr r0, var_405b
bl 0x6e568
lsl r0, r0, #0x10
lsr r0, r0, #0x10
strh r0, [r4, #0x4]
ldr r0, var_405c
bl 0x6e568
lsl r0, r0, #0x10
lsr r0, r0, #0x10
strh r0, [r4, #0x6]
b 0x0bfdf4
.hword 0x0000
var_405a: .word 0x0000405a
var_405b: .word 0x0000405b
var_405c: .word 0x0000405c

/*Pokecenter script 0x1A8D97
mother script (activated with 0x1) 0x1A8DD8*/
  #7765    
Old February 1st, 2013, 01:47 PM
karatekid552's Avatar
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Quote:
Originally Posted by SpadeEdge16 View Post
This is what i found about set healing, as far as i could tell, im doing it right, the worst part is that in my old hack i used this same script, and it worked fine, so i dont know what could be the problem. o-o
Spoiler:
Version 0.2 (beta)

- repaired missing std commands (give item scripts)

- Fixed small bug in the Swarm-Roam special and hack, now allowing for
compatibility with the Wild data switch.

- Added to the Swarm-roam the capability to overwrite the level hack,
allowing for Roaming pokemon (1 in 0x8006) to have a different level

- Added three more slots to the Wild data switch, allowing you to replace
dynamically all of the 4 datas without the need to ovewrite the last
used one.

- Sethealingplace command changed. now, it REQUIRES three variables to be
set in order to work

Spoiler:
.align 2
.thumb

/*this code is meant to ovewrite the "choose warp" part of the
special 0xc8 (the blackout script).
this code uses three consecutive variables to create that warp
because this code is much smaller than the original, it will be
inserted over it, starting at 0x080bfd54*/

/*this will allow the code to compile correctly, but this output
cannot replace the one in this folder, as it's too big and would
corrupt the package.*/
.org 0xbfd54
replacer_code: ldr r0, var_405a
bl 0x6e568
lsl r1, r0, #0x18
lsr r0, r0, #0x8
lsr r1, r1, #0x18
strb r1, [r4]
strb r0, [r4, #0x1]
mov r0, #0xff
strb r0, [r4, #0x2]
ldr r0, var_405b
bl 0x6e568
lsl r0, r0, #0x10
lsr r0, r0, #0x10
strh r0, [r4, #0x4]
ldr r0, var_405c
bl 0x6e568
lsl r0, r0, #0x10
lsr r0, r0, #0x10
strh r0, [r4, #0x6]
b 0x0bfdf4
.hword 0x0000
var_405a: .word 0x0000405a
var_405b: .word 0x0000405b
var_405c: .word 0x0000405c

/*Pokecenter script 0x1A8D97
mother script (activated with 0x1) 0x1A8DD8*/
Just out of curiosity... Did you use the patch or the application? You may not have the changes with the application. This could be the difference between your two roms, if it is indeed the exact same script.

Here is what I found:

Quote:
SetHealingPlace difference

At a request, this command was changed to allow a greater number of healing points, that is to say nearly infinite (or at least the full map range of 65536 maps). This code was altered to a point of near-redundancy.
Originaly, this code was a direct correlation between the Flight table and a table of PokéCenters and XY coordinates where the player would appear on. Now, we can add flight points by re-pointing the table to a new location and create more Flight flags on the map. But you could only appear on the PokéCenter the original flight table told you to. In fact, SetHealingPlace only placed the pre-determined flight position in memory, close to the escape-rope data. If you tried to set the flying number higher than the original one, the game would cancel the setting.

The new version uses three variables, 0x405a, 0x405b and 0x405c as the map, X-position and Y-position respectively. The map is placed in the format 0xmmBB, being BB the Bank number and mm the map number. In AdvanceMap, the map number and bank are presented in Decimal form, so you need to place them in Hexadecimal form.

For instance, to use the PokéCenter in Indigo Plateau (13,0), you would use setvar 0x405a 0x000d. To place them in the right place for the nurse, you would also use setvar 0x405b 0x000d setvar 0x405c 0x000c

In the end, this method replaces SetHealingPlace altogether, and the old way doesn’t work anymore. Using Sethealingplace is only useful in one occasion, and that is because sethealingplace 0x1 is the only one that doesn’t call the default nurse animation. So, you can use sethealingplace 0x0 for all pokecenters and sethealingplace 0x1 for the places where there isn’t a healing machine (like a campsite in the florest)


And this is it for now. All the new features explained (some better than others, I admit). Now, I will add a small section of credits for the people I am grateful, and without which this hack could not exist or at least would have been much harder to make.
You did get the .doc that came with your download, correct?
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  #7766    
Old February 1st, 2013, 01:49 PM
SpadeEdge16's Avatar
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Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Just out of curiosity... Did you use the patch or the application? You may not have the changes with the application. This could be the difference between your two roms, if it is indeed the exact same script.
both of them i used lunar to apply the patch to a fr rom
  #7767    
Old February 1st, 2013, 03:06 PM
Noossab Blue's Avatar
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Quote:
Originally Posted by karatekid552 View Post
You could set a var to the I.D. of the rivals starter Pokemon. Then, use that var to launch a different trainer battle at the time for a rival battle depending upon that var. You will need to set up several different trainers, one for each starter.
Yeah I figured I could do that if it came down to it...but I was hoping there was a less time-consuming way. Editing 3 sets of rival battles is bad enough...but oh well. At least it works.
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  #7768    
Old February 1st, 2013, 05:10 PM
karatekid552's Avatar
karatekid552
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Quote:
Originally Posted by Noossab Blue View Post
Yeah I figured I could do that if it came down to it...but I was hoping there was a less time-consuming way. Editing 3 sets of rival battles is bad enough...but oh well. At least it works.
That is the way Game Freak did it soo, you would out do them to find a better system.
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  #7769    
Old February 1st, 2013, 06:16 PM
FRANKTANK
 
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Age: 18
Gender: Male
I went to edit the script for the Mt. Moon Helix Fossil in FireRed to change "HELIX FOSSIL" to "Helix Fossil" but when I try to compile it, a message pops up saying "Error 13 'Type mismatch' on line 12. Missing #define or parameter. Line: giveitem2 0x165 0x1 0x13E" and it won't let me compile the script. Any way to fix this? The same thing happens whenever I try to edit any script that involves giving an item. All the .rbh's are in the proper place.
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  #7770    
Old February 1st, 2013, 06:39 PM
SpadeEdge16's Avatar
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Join Date: May 2012
Gender: Male
Okay, I have no idea what's going on, but for all of my scripts in route 1 of FR that have applymovement in them, none of the characters are moving when the script activates, everything else is going fine, just no movement...
here are the scripts.
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x15F
if 0x1 goto @done
lock
applymovement 0x12 @look
waitmovement 0x12
msgbox @daisy1 0x6
applymovement 0x12 @approach
waitmovement 0x12
msgbox @daisy2 0x6
setflag 0x15F
release
end

#org @done
release
end

#org @look
#raw 0x62
#raw 0x0
#raw 0xFE

#org @approach
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0xFE

#org @daisy1
= DAISY: [player]...

#org @daisy2
= P-please, you have to help me.\nMy brother's EEVEE, it's ran\loff somewhere here, and now I\lcan't find it!\lPlease help me, I'm so scared\lsomething's happened!

Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x15D
if 0x1 goto @done
lock
applymovement 0x3 @notice
waitmovement 0x3
msgbox @ace1 0x6
playsong 0x14C 0x0
applymovement 0x3 @approach
waitmovement 0x3
msgbox @ace2 0x6
trainerbattle 0x1 0x4E 0x0 @challenge @defeat @after
release
end

#org @done
release
end

#org @after
playsong 0x14C 0x0
msgbox @ace3 0x6
fanfare 0x101
msgbox @item 0x6
additem 0x169 0x1
msgbox @ace4 0x6
applymovement 0x3 @leave
applymovement 0xFF @watch
waitmovement 0x3
hidesprite 0x3
setflag 0x15D
fadedefault
release
end

#org @notice
#raw 0x62
#raw 0xFE

#org @approach
#raw 0x13
#raw 0x11
#raw 0xFE

#org @leave
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @watch
#raw 0x1
#raw 0xFE

#org @item
= [player] received a TOWN MAP!

#org @challenge
= Why don't you see for\nyourself!

#org @defeat
= That was awesome!

#org @ace1
= ACE: Hey there!

#org @ace2
= My name is ACE!\n...\lNice to meet you, [player]!\lI'm a new trainer from FUCHSIA\lCITY, and I just caught my\lfirst POKEMON!

#org @ace3
= I've been waiting for the\nchance to try out my new\lPOKEMON, thanks for the\lpractice!\lHere, why don't you take this\las a gift!

#org @ace4
= As a new trainer, I'm sure you\ncould use one of those!\lI'll see you later, [player]!\lFrom now on, you and I are\lrivals!\lSo you better be stronger\lnext time we meet, 'cause\lyou've gotta keep me strong!
  #7771    
Old February 1st, 2013, 07:04 PM
karatekid552's Avatar
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Quote:
Originally Posted by FRANKTANK View Post
I went to edit the script for the Mt. Moon Helix Fossil in FireRed to change "HELIX FOSSIL" to "Helix Fossil" but when I try to compile it, a message pops up saying "Error 13 'Type mismatch' on line 12. Missing #define or parameter. Line: giveitem2 0x165 0x1 0x13E" and it won't let me compile the script. Any way to fix this? The same thing happens whenever I try to edit any script that involves giving an item. All the .rbh's are in the proper place.
Doesn't give item require 3 0x0's on the end as fillers? Or is that just give Pokemon? Search it in the command database on XSE. (F1)

Quote:
Originally Posted by thetripplenine View Post
Just checking in cause I haven't posted in a whole day, omagurd
Was this really necessary? Really?

Quote:
Originally Posted by SpadeEdge16 View Post
Okay, I have no idea what's going on, but for all of my scripts in route 1 of FR that have applymovement in them, none of the characters are moving when the script activates, everything else is going fine, just no movement...
here are the scripts.
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x15F
if 0x1 goto @done
lock
applymovement 0x12 @look
waitmovement 0x12
msgbox @daisy1 0x6
applymovement 0x12 @approach
waitmovement 0x12
msgbox @daisy2 0x6
setflag 0x15F
release
end

#org @done
release
end

#org @look
#raw 0x62
#raw 0x0
#raw 0xFE

#org @approach
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0xFE

#org @daisy1
= DAISY: [player]...

#org @daisy2
= P-please, you have to help me.\nMy brother's EEVEE, it's ran\loff somewhere here, and now I\lcan't find it!\lPlease help me, I'm so scared\lsomething's happened!

Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x15D
if 0x1 goto @done
lock
applymovement 0x3 @notice
waitmovement 0x3
msgbox @ace1 0x6
playsong 0x14C 0x0
applymovement 0x3 @approach
waitmovement 0x3
msgbox @ace2 0x6
trainerbattle 0x1 0x4E 0x0 @challenge @defeat @after
release
end

#org @done
release
end

#org @after
playsong 0x14C 0x0
msgbox @ace3 0x6
fanfare 0x101
msgbox @item 0x6
additem 0x169 0x1
msgbox @ace4 0x6
applymovement 0x3 @leave
applymovement 0xFF @watch
waitmovement 0x3
hidesprite 0x3
setflag 0x15D
fadedefault
release
end

#org @notice
#raw 0x62
#raw 0xFE

#org @approach
#raw 0x13
#raw 0x11
#raw 0xFE

#org @leave
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @watch
#raw 0x1
#raw 0xFE

#org @item
= [player] received a TOWN MAP!

#org @challenge
= Why don't you see for\nyourself!

#org @defeat
= That was awesome!

#org @ace1
= ACE: Hey there!

#org @ace2
= My name is ACE!\n...\lNice to meet you, [player]!\lI'm a new trainer from FUCHSIA\lCITY, and I just caught my\lfirst POKEMON!

#org @ace3
= I've been waiting for the\nchance to try out my new\lPOKEMON, thanks for the\lpractice!\lHere, why don't you take this\las a gift!

#org @ace4
= As a new trainer, I'm sure you\ncould use one of those!\lI'll see you later, [player]!\lFrom now on, you and I are\lrivals!\lSo you better be stronger\lnext time we meet, 'cause\lyou've gotta keep me strong!
Most likely, you forgot to change 12 into 0xC. Check your person event numbers and make sure to translate them to hex from A-map.
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Last edited by karatekid552; February 1st, 2013 at 07:07 PM. Reason: Your double post has been automatically merged.
  #7772    
Old February 1st, 2013, 07:51 PM
SpadeEdge16's Avatar
SpadeEdge16
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Doesn't give item require 3 0x0's on the end as fillers? Or is that just give Pokemon? Search it in the command database on XSE. (F1)



Was this really necessary? Really?



Most likely, you forgot to change 12 into 0xC. Check your person event numbers and make sure to translate them to hex from A-map.
I actually didn't do that, so I'm assuming that would work, but that still doesn't explain why the second one would work, since it's using 0x03, which would be the Se either way.
  #7773    
Old February 1st, 2013, 08:16 PM
karatekid552's Avatar
karatekid552
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Quote:
Originally Posted by SpadeEdge16 View Post
I actually didn't do that, so I'm assuming that would work, but that still doesn't explain why the second one would work, since it's using 0x03, which would be the Se either way.
Yes, I did notice that. Just to make sure, you are using the person event number that you can change, correct? You wouldn't be the first to mess that up, myself included.

Just a trick, open it up after you compiled it. Does it look like it should?

Also, it is not necessary to specify the person event number on waitmovement. Waitmovement 0x0 will halt all execution until all preceding applymovement scripts have completed.
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  #7774    
Old February 1st, 2013, 08:50 PM
SpadeEdge16's Avatar
SpadeEdge16
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Yes, I did notice that. Just to make sure, you are using the person event number that you can change, correct? You wouldn't be the first to mess that up, myself included.

Just a trick, open it up after you compiled it. Does it look like it should?

Also, it is not necessary to specify the person event number on waitmovement. Waitmovement 0x0 will halt all execution until all preceding applymovement scripts have completed.
Haha, wow, so it turns out, changing it to 0x0C worked, I assumed that was the problem, as for the other, I actually did set it to 3, when the event number was 4, so now everthing is working. xD
Also, I didn't know that about the waitmovement, that'll be nice to not have to worry about! Thanks for the help!
  #7775    
Old February 1st, 2013, 11:12 PM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
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Age: 16
Gender: Male
Nature: Bold
So I have a problem with a script, when i step on the green script tile the game freezes, (of course).

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x860
if 0x1 goto @hey
if 0x1 goto @done
end

#org @hey
msgbox @youcant 0x6
applymovement 0x0 @move
applymovement 0xFF @turn
applymovement 0x0 @moveback
waitmovement 0x0
waitmovement 0x0
end

#org @done
release
end

#org @move
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @moveback
#raw 0x0A
#raw 0x00
#raw 0xFE

#org @turn
#raw 0x56
#raw 0x08
#raw 0x01
#raw 0xFE

#org @youcant
= You cannot enter until you take a\nPokémon.


So I'm basically trying to make a guy block you from entering unless you have the Pokemon menu.
(He lets you pass if you do)
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Last edited by thetripplenine; February 1st, 2013 at 11:23 PM.
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