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  #5476  
Unread April 3rd, 2011, 04:07 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by Pogeygothaxed View Post
Using the Swarm to force an appearance of only one Pokemon is a great idea. Also, I came up with this after scrolling up and down the manual.
Code:
#dynamic 0x800000
#org @start
setvar 0x8005 0x0 'Changes the data for Pokemon to appear - in this case, anywhere
setvar 0x8006 0x0 'Loads from pointers set 
setvar 0x8008 0xf480 'Sets pointer to new Data - memory block for wild pokemon
setvar 0x8009 0x0203  'Second half of the offset
Writebytetooffset 0x12 0x0203f480 'Writes levels to memory block
Writebytetooffset 0x10 0x0203f480 'Writes Pokemon to memory block
special 0x58 'calls Wild Data switch
special 0x59 'calls the cancel of the switch end
Apparently, 0203f480 is a memory block that was made for the Wild Pokemon data. I assume that's what he was referring to when he said dynamically switching with it. You would Writebyte to it using the format Minlv =1 byte, maxlv = 1 byte, species = 2 byte, which would be a total of 4. Feel free to correct me on this if I'm mistaking anything as I'm still learning Hex.

There's also pointers that point to Location data for Pokemon.
Code:
Pointer to Grass pokémon Data
0203f48c 
Pointer to Water pokémon data
0203f490
Pointer to Tree pokémon data
0203f494
Pointer to Fishing pokémon data
0203f498
You would probably load one of these with 8006 depending on where you wanted the data to switch. i.e. if you only wanted to change grass or water. I used 0x0 for all, but you could also use 01 and 0x02 as stated in the manual then point to their locations above. That being said, I believe since the table is only 28 bytes, it wasn't meant to store the data for changing ALL of the Pokemon on the map, instead, it's reserved for only one location type. i.e. Grass.

It's supposed to be set up the same as special 0x56, but in that special you also add the level...which wouldn't be needed, since it's called with the species when the switch triggers? So I think it's only 2 bytes and not 4. 1+1=lvs=2bytes+2bytes for Pokemon = 4 + 2 for location = 6: 6*12 = 72, so you'd need 72 bytes for this method. Obviously 72>28, so...I'm not sure how to set it up completely, since I remember you saying there needs to be 12 slots. However, if used with Swarm, you'd only need 6 bytes, because there's only one Pokemon that will appear?

Thus leading me to my next theory: you were correct when you said that you need to make your own table and then point to it. The dynamic part is where you can switch, on the fly, which table the map uses. i.e. You could change which table the grass uses, the water, or both, at anytime. Makes sense.

All of this is in the manual, you just have to look around for it...I'm still not sure if I put it together correctly.

edit: don't try using the script, I just made an explain one of the layout that might be used when creating the switch.

edit2: I forgot to mention, if you wanted to include the Change Battle Level you could probably do that by making the table, setting the level, and then assigning the hex of the level the variable of 4051, then set 4051 to use one of the switch controls. i.e 0x1yy, etc. I haven't tested this yet, though.
I have tried different things with 0x0203f480, including manually writing every byte of the data (i.e. writebytetooffset 0x03 0x0203f480; writebytetooffset 0x03 0x0203f481; writebytetooffset 0x97 0x0203f482; writebytetooffset 0x00 0x0203f483) < Trying to get Mew to appear just to make certain whether it's working or not - and haven't had any success. If you do figure out the correct method, please let me know.
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  #5477  
Unread April 3rd, 2011, 07:16 AM
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CrazyShooter
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Please reffer to my post on the previous page. (Post #5470)
My script finally DID compile, and I made a new script on which if you step it activates the first script (script A). Now it freezes when I step on the script tile ingame. Is there anything else wrong with the script (except the fact that I forgot to put a # infront of dynamic)?
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  #5478  
Unread April 3rd, 2011, 07:35 AM
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Ash493
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Join Date: Jul 2008
Location: Tachiwaki City, Isshu
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Quote:
Originally Posted by CrazyShooter View Post
Please reffer to my post on the previous page. (Post #5470)
My script finally DID compile, and I made a new script on which if you step it activates the first script (script A). Now it freezes when I step on the script tile ingame. Is there anything else wrong with the script (except the fact that I forgot to put a # infront of dynamic)?
You might've forgotten to put 0003 into Unknown bar and some number into var number.
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  #5479  
Unread April 3rd, 2011, 07:36 AM
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destinedjagold
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Quote:
Originally Posted by CrazyShooter View Post
Please reffer to my post on the previous page. (Post #5470)
My script finally DID compile, and I made a new script on which if you step it activates the first script (script A). Now it freezes when I step on the script tile ingame. Is there anything else wrong with the script (except the fact that I forgot to put a # infront of dynamic)?
Try and check your variables of your script tile on Advance Map.

If you're hacking FireRed, try putting 0003 on Unknown and 4050 on Var number.
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  #5480  
Unread April 6th, 2011, 02:59 AM
Pichuxhack's Avatar
Pichuxhack
Pichu Trainer
 
Join Date: Jun 2010
Gender: Male
Nature: Brave
I'm trying to make a script so that you can catch your starter like how you catch pokemon in the safari zone but after you play one game the zone locks up
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  #5481  
Unread April 6th, 2011, 03:19 PM
deoxys121's Avatar
deoxys121
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I'm trying to create a script in Pokemon Ruby for which you battle a Level 50 Reshiram (I have replaced Kyogre with Reshiram in my hack, so it would use Kyogre's Poke ID). I used Poketronic to create the script, and chose 8900 for the invisibility flag and 8901 for the done flag. I inserted it at 6B8E74, and set this script to a person event in AdvanceMap 1.90. I set 8901 as the person ID, reflective of the done flag. With all of this set up, everything works just fine except that the sprite does not disappear after the battle, and you can keep battling and catching it over and over. I want to remove this. I opened the script using PKSV, and this is what the output was.

Code:
#org 0x86B8E74
'-----------------------------------
lock
faceplayer
battle KYOGRE 50 PINKSCARF
cry 0xA1 0x194
end
I just need to know what I have to do in order to make the sprite disappear permanently after catching or defeating it as would happen with any other legendary battle.

I also would like to know how I would create a script to recreate the circumstances for battling Landorus that exist in Black and White. That being you can only battle Landorus if you interact with a certain object while you have Tornadus and Thundurus in your party. In my hack, I have replaced Regirock with Tornadus, Regice with Thundurus, and Registeel with Landorus.
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Last edited by deoxys121; April 6th, 2011 at 08:42 PM.
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  #5482  
Unread April 6th, 2011, 06:44 PM
yurifoborghi's Avatar
yurifoborghi
Beginning Trainer
 
Join Date: Mar 2011
Gender: Male
Well, I'm creating a Hack Rom with a friend, but we are beginners. The script I'm trying to create is a wild Scyther that after the battle, became a statue. I tried to do so:
(NOTE: Using the system XSE)

Quote:
#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x8800010
startwildbattle 0x07B 0x14 0x0
checksound
cry 0x07B 0x2
pause 0x28
waitcry
setflag 0x200
setflag 0x861
special 0x138
waitstate
clearflag 0x861
release
end
#org 0x800010
msgbox 0x880001A
callstd 0x6
release
end
#org 0x80001A
= A scary demon pokémon...
What did I do wrong?
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  #5483  
Unread April 6th, 2011, 06:47 PM
SuperMeip's Avatar
SuperMeip
Beginning Trainer
 
Join Date: Mar 2011
Gender: Male
i am trying to make it so to fight the gym leader you have to activate three computers in the correct order, but it dosent seem to be working,
Computer 1:
Code:
#org 0x8741CE8
'-----------------------------------
lock
faceplayer
compare 0x210 0x3
if == jump 0x8741D0F ' Equal To
compare 0x210 0x4
if == jump 0x8741D0F ' Equal To
setvar 0x210 0x2
msgbox 0x8741D69 ' You press the power ...
callstd MSG_SIGN ' Signpost-style message
release
end

#org 0x8741D0F
'-----------------------------------
setvar 0x210 0x1
msgbox 0x8741D1C ' Suddenly the other t...
release
end


#org 0x8741D69
= You press the power button and the terminal shuts off.

#org 0x8741D1C
= Suddenly the other terminals turned back on\n This must be the wrong computer
Computer 2:
Code:
#org 0x8741DA0
'-----------------------------------
lock
faceplayer
compare 0x210 0x1
if == jump 0x8741DC7 ' Equal To
compare 0x210 0x4
if == jump 0x8741DC7 ' Equal To
setvar 0x210 0x3
msgbox 0x8741E21 ' You press the power ...
callstd MSG_SIGN ' Signpost-style message
release
end

#org 0x8741DC7
'-----------------------------------
setvar 0x210 0x1
msgbox 0x8741DD4 ' Suddenly the other t...
release
end


#org 0x8741E21
= You press the power button and the terminal shuts off.

#org 0x8741DD4
= Suddenly the other terminals turned back on\n This must be the wrong computer
Computer 3:
Code:
#org 0x8741E58
'-----------------------------------
lock
faceplayer
compare 0x210 0x1
if == jump 0x8741E7F ' Equal To
compare 0x210 0x2
if == jump 0x8741E7F ' Equal To
setvar 0x210 0x4
msgbox 0x8741ED9 ' You press the power ...
callstd MSG_SIGN ' Signpost-style message
release
end

#org 0x8741E7F
'-----------------------------------
setvar 0x210 0x1
msgbox 0x8741E8C ' Suddenly the other t...
release
end


#org 0x8741ED9
= You press the power button and the terminal shuts off.

#org 0x8741E8C
= Suddenly the other terminals turned back on\n This must be the wrong computer
does anyone see whats wrong, i use pksv and pkmn ruby.
the gym leader will only fight you if the var 0x210 is set to 0x4.
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  #5484  
Unread April 6th, 2011, 09:20 PM
CrazyShooter's Avatar
CrazyShooter
Beginning Trainer
 
Join Date: Apr 2011
Location: Tartarus; come visit me some time! :)
Gender: Male
Quote:
Originally Posted by yurifoborghi View Post
Well, I'm creating a Hack Rom with a friend, but we are beginners. The script I'm trying to create is a wild Scyther that after the battle, became a statue. I tried to do so:
(NOTE: Using the system XSE)

What did I do wrong?
What ROM are you using? (Message too short)
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  #5485  
Unread April 6th, 2011, 10:14 PM
yurifoborghi's Avatar
yurifoborghi
Beginning Trainer
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by CrazyShooter View Post
What ROM are you using? (Message too short)
I'm using the Pokémon Ruby Version.
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Mr. Zangoose
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  #5486  
Unread April 8th, 2011, 11:05 AM
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destinedjagold
Oh Hai Thar~ 'ω'
 
Join Date: May 2007
Location: Philippines
Age: 22
Gender: Male
Nature: Careful
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Quote:
Originally Posted by yurifoborghi View Post
I'm using the Pokémon Ruby Version.
Could you specify what problems are you encountering with your script?
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  #5487  
Unread April 8th, 2011, 11:11 AM
CrazyShooter's Avatar
CrazyShooter
Beginning Trainer
 
Join Date: Apr 2011
Location: Tartarus; come visit me some time! :)
Gender: Male
You didn't use #org @start? or is that unnecessary in pokemon ruby scripts? I don't really know how to script in ruby, only fire red, sorry...
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  #5488  
Unread April 8th, 2011, 11:24 AM
Complans's Avatar
Complans
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Join Date: Mar 2010
Location: United Kingdom
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by yurifoborghi View Post
Well, I'm creating a Hack Rom with a friend, but we are beginners. The script I'm trying to create is a wild Scyther that after the battle, became a statue. I tried to do so:
(NOTE: Using the system XSE)


What did I do wrong?
At the start you put "#org 0x800000". It is meant to be #dynamic 0x(offset) and then followed by a line which starts the script eg. #org @start
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  #5489  
Unread April 8th, 2011, 04:52 PM
yurifoborghi's Avatar
yurifoborghi
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Join Date: Mar 2011
Gender: Male
Thanks to everyone who tried to help. Complans, you solved my problem! Thank you very much.
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  #5490  
Unread April 9th, 2011, 03:31 AM
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deoxys121
White Kyurem Cometh
 
Join Date: Dec 2010
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Age: 21
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I posted this about a week ago, but didn't get a response. So, I'm trying again.

I'd like to know if there is a way to change which Pokemon you encounter in Pokemon Ruby after you choose your starter. I would like to make this change to a specific Pokemon for an important plot point. I am able to open the scripts that appear on the Route 101 Map using AdvanceMap 1.90 and PKSV. This is the script from the Bag which contains the Pokeballs, but I'm not sure if this is where I start. Any help would be appreciated. I have little experience with scripting, but would like to learn more.


Code:
#org 0x814EA7F
'-----------------------------------
lock
faceplayer
setflag RS_POKEMON
setflag 0x52
fadescreen FADEOUT_BLACK
disappear 0x4
movesprite 0xFF 0x6 0xD
applymovement PLAYER 0x81A083F ' raw_27 end
pauseevent 0x0
special CHOOSE_POKEMON
waitspecial
applymovement 0x2 0x814EAD7 ' walk_right_slow end
pauseevent 0x0
msgbox 0x816D191 ' PROF. BIRCH: Whew......
callstd MSG_NOCLOSE ' Non-closing message
special HEAL_POKEMON
setflag 0x2D0
clearflag 0x2D1
setflag 0x2BC
setvar 0x4084 0x2
setvar 0x4060 0x3
clearflag 0x4000
warp 0x1 0x4 0xFF 0x6 0x5
waitspecial
release
end


#org 0x816D191
= PROF. BIRCH: Whew...\pI was in the tall grass studying wild\nPOK\eMON when I was jumped.\pYou saved me.\nThanks a lot!\pOh?\pHi, you're \v\h01\v\h05!\pThis is not the place to chat, so come\nby my POK\eMON LAB later, okay?

#org 0x81A083F
M raw_27 end

#org 0x814EAD7
M walk_right_slow end
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  #5491  
Unread April 9th, 2011, 12:46 PM
Complans's Avatar
Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by deoxys121 View Post
I posted this about a week ago, but didn't get a response. So, I'm trying again.

I'd like to know if there is a way to change which Pokemon you encounter in Pokemon Ruby after you choose your starter. I would like to make this change to a specific Pokemon for an important plot point. I am able to open the scripts that appear on the Route 101 Map using AdvanceMap 1.90 and PKSV. This is the script from the Bag which contains the Pokeballs, but I'm not sure if this is where I start. Any help would be appreciated. I have little experience with scripting, but would like to learn more.


Code:
#org 0x814EA7F
'-----------------------------------
lock
faceplayer
setflag RS_POKEMON
setflag 0x52
fadescreen FADEOUT_BLACK
disappear 0x4
movesprite 0xFF 0x6 0xD
applymovement PLAYER 0x81A083F ' raw_27 end
pauseevent 0x0
special CHOOSE_POKEMON
waitspecial
applymovement 0x2 0x814EAD7 ' walk_right_slow end
pauseevent 0x0
msgbox 0x816D191 ' PROF. BIRCH: Whew......
callstd MSG_NOCLOSE ' Non-closing message
special HEAL_POKEMON
setflag 0x2D0
clearflag 0x2D1
setflag 0x2BC
setvar 0x4084 0x2
setvar 0x4060 0x3
clearflag 0x4000
warp 0x1 0x4 0xFF 0x6 0x5
waitspecial
release
end


#org 0x816D191
= PROF. BIRCH: Whew...\pI was in the tall grass studying wild\nPOK\eMON when I was jumped.\pYou saved me.\nThanks a lot!\pOh?\pHi, you're \v\h01\v\h05!\pThis is not the place to chat, so come\nby my POK\eMON LAB later, okay?

#org 0x81A083F
M raw_27 end

#org 0x814EAD7
M walk_right_slow end
I don't think it's a good idea to edit important script from the game, you will be better of re-writing it so you have more freedom.
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  #5492  
Unread April 9th, 2011, 12:53 PM
Shadow7he4lien
Beginning Trainer
 
Join Date: Apr 2011
Gender: Male
ok on my script i got the guys to say what i want him to say, and he gives me the pokemon i want him to give, but, when i use "hidesprite <person id>" nothing happens, the screen fades and then, nothing it just shows him STILL standing there, please help me...

Extra notes: here is my exact part of the script im having trouble near

fade 0x0
hidesprite 17
release
end

tell me if im doing something wrong...
by the way, the person id is 0023 and in hex form is 17...
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  #5493  
Unread April 9th, 2011, 01:00 PM
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Complans
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Join Date: Mar 2010
Location: United Kingdom
Age: 19
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Quote:
Originally Posted by Shadow7he4lien View Post
ok on my script i got the guys to say what i want him to say, and he gives me the pokemon i want him to give, but, when i use "hidesprite <person id>" nothing happens, the screen fades and then, nothing it just shows him STILL standing there, please help me...

Extra notes: here is my exact part of the script im having trouble near

fade 0x0
hidesprite 17
release
end

tell me if im doing something wrong...
by the way, the person id is 0023 and in hex form is 17...
You will have to set your Person ID something higher than 1000.

Try this:

fadescreen 0x1
fadescreen 0x0
hidesprite 0x[person id]
setflag 0x[person id]
release
end
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  #5494  
Unread April 9th, 2011, 01:05 PM
Shadow7he4lien
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Join Date: Apr 2011
Gender: Male
i tryed that, and i cant tell if the guy disappeared cause my screen stays black after talking to him now...
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  #5495  
Unread April 9th, 2011, 01:08 PM
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Complans
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Join Date: Mar 2010
Location: United Kingdom
Age: 19
Gender: Male
Nature: Relaxed
You probably have three fadescreens. 0x1 makes the screen go to black, and 0x0 makes it return to normal. So, you probably have an 0x1 after an 0x0.

fadescreen 0x1
fadescreen 0x0

Last edited by Complans; April 9th, 2011 at 01:10 PM. Reason: Your double post has been automatically merged.
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  #5496  
Unread April 9th, 2011, 01:13 PM
Shadow7he4lien
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Join Date: Apr 2011
Gender: Male
Quote:
Originally Posted by Complans View Post
You probably have three fadescreens. 0x1 makes the screen go to black, and 0x0 makes it return to normal. So, you probably have an 0x1 after an 0x0.

fadescreen 0x1
fadescreen 0x0
no man, i only have one, see heres my script

'---------------
#org 0x71A388
lock
faceplayer
msgbox 0x871A3A4 MSG_NORMAL '"Hey, you got some crack man?\nJu-j..."
givepokemon 0x97 0x1E 0x1 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x01896
setflag 0x01896
release
end

then thats it...
also i dont know if im supposed to HEX the person ids...
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  #5497  
Unread April 9th, 2011, 01:19 PM
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Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Shadow7he4lien View Post
no man, i only have one, see heres my script

'---------------
#org 0x71A388
lock
faceplayer
msgbox 0x871A3A4 MSG_NORMAL '"Hey, you got some crack man?\nJu-j..."
givepokemon 0x97 0x1E 0x1 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x01896
setflag 0x01896
release
end

then thats it...
also i dont know if im supposed to HEX the person ids...
Yes, you do. Hidesprite is the overworld number, and also setflag has 5 numbers.
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  #5498  
Unread April 9th, 2011, 01:20 PM
Shadow7he4lien
Beginning Trainer
 
Join Date: Apr 2011
Gender: Male
Quote:
Originally Posted by Complans View Post
Yes, you do. Hidesprite is the overworld number, and also setflag has 5 numbers.
im sorry, but im confused, so what do i need to change?
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  #5499  
Unread April 9th, 2011, 01:22 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by Shadow7he4lien View Post
no man, i only have one, see heres my script

'---------------
#org 0x71A388
lock
faceplayer
msgbox 0x871A3A4 MSG_NORMAL '"Hey, you got some crack man?\nJu-j..."
givepokemon 0x97 0x1E 0x1 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x01896
setflag 0x01896
release
end

then thats it...
also i dont know if im supposed to HEX the person ids...
You don't use the person ID # for the sprite. Use the Person event # for the hidesprite command (make sure to convert hex if needed - i.e. 0x10 = 0xa ... 0x15 = 0xf).
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  #5500  
Unread April 9th, 2011, 01:35 PM
Shadow7he4lien
Beginning Trainer
 
Join Date: Apr 2011
Gender: Male
Quote:
Originally Posted by metapod23 View Post
You don't use the person ID # for the sprite. Use the Person event # for the hidesprite command (make sure to convert hex if needed - i.e. 0x10 = 0xa ... 0x15 = 0xf).
ok so i did that and he still doesnt disappear... is anyone planning on helping me...
cause now i decided to make a new script and it keeps saying, error on line 7 correct line is 6
heres my script

'---------------
#dynamic 0x71A388
#org @start
lock
faceplayer
givepokemon 0x96 0x1E 0x0 0x0 0x0
hidesprite 0xA
setflag 0xA
release
end
msgbox @1 0x6 boxset 0x6
#org @1
= Hi.

Last edited by Shadow7he4lien; April 9th, 2011 at 02:00 PM. Reason: other issue
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