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  #1551    
Old June 27th, 2009, 07:25 AM
onyx79's Avatar
onyx79
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
I've got a pokemon level problem,I put 35 on the level of the pokemon that you get from prof oak,but I got it at level 53,what to put at the script in order to get it a level 35 in game?
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  #1552    
Old June 27th, 2009, 07:42 AM
Samike360's Avatar
Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
Nature: Bold
^Convert it to hex. That should fix it.
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Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1553    
Old June 27th, 2009, 07:44 AM
GKS's Avatar
GKS
Retired Hacker
 
Join Date: Aug 2007
Gender: Male
Nature: Calm
The person above me is correct. Plus the hex of 35 is 23.
  #1554    
Old June 27th, 2009, 09:59 AM
LaccyO's Avatar
LaccyO
Sspriterr
 
Join Date: Mar 2009
Gender: Male
Nature: Adamant
Thanks! It works now! And now I can activate national dex!

Last edited by LaccyO; June 27th, 2009 at 10:05 AM.
  #1555    
Old June 27th, 2009, 01:46 PM
Baby Cynda's Avatar
Baby Cynda
Beginning Trainer
 
Join Date: Sep 2008
I need help! I inserted these Pokemon to catch but if I battle just one they all disappear. How do I change this?

Here is the script I used for all Pokemon except for some certain things so that each Pokemon can show up:
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x7 0x0
wildbattle 0x7 0xE 0x11E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @1
= SQUIRTLE: Raaarrgghh!


pokemon fr bulbasaur.PNG

pokemon fr charmander.PNG

pokemon fr squirtle.PNG
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FC: 1462 0633 0206
  #1556    
Old June 27th, 2009, 02:26 PM
diegoisawesome's Avatar
diegoisawesome
Please understand
Community Supporter
 
Join Date: Dec 2007
Location: Goldenrod City, Johto
Age: 17
Gender: Male
Nature: Quirky
Quote:
Originally Posted by Baby Cynda View Post
I need help! I inserted these Pokemon to catch but if I battle just one they all disappear. How do I change this?

Here is the script I used for all Pokemon except for some certain things so that each Pokemon can show up:
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x7 0x0
wildbattle 0x7 0xE 0x11E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @1
= SQUIRTLE: Raaarrgghh!


Attachment 47473

Attachment 47474

Attachment 47475
Hey, Baby Cynda, it's you from the RP! Anyways...
Use a different flag for each Pokémon. Like, say, 0x200 for Bulbasaur, 0x201 for Charmander, and 0x202 for Squirtle. Change both the script and the People ID.
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diegoisawesome's MEGA-HUGE XSE Scripting Tutorial
diegoisawesome's Miscellaneous Finds
The Ruins of Alph Puzzles
  #1557    
Old June 27th, 2009, 02:56 PM
ShyRayq's Avatar
ShyRayq
Unprofessional Unprofessional
 
Join Date: Aug 2007
Gender: Male
Nature: Adamant
Game: Fire Red
Type: Trigger Script The green S
Editor: XSE
Script: Oak's Aid gives National Pokedex
Spoiler:
#dynamic 0x71A7D4

#org @start
checkflag 0x7
if 0x1 goto @done
msgbox @1 0x6
applymovement 0xA @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
fanfare 0x13E
special 0x16F
msgbox @3 0x4
waitfanfare
closeonkeypress
msgbox @4 0x6
applymovement 0xA @move3
setflag 0x7
release
end

#org @move
#raw 0x62
#raw 0x13
#raw 0xFE

#org @move2
#raw 0x63
#raw 0xFE

#org @move3
#raw 0x12
#raw 0x00
#raw 0xFE

#org @1
= Wait!!

#org @2
= Phew! I got to you!\nYou nearly went without\pa National Pokedex! Here's one.

#org @3
= You received a National\nPokedex!

#org @4
= Professor Oak told me to\ngive it to you. Lucky I\pgot here in time. Well continue\non

#org @done
release
end

Problem: When i step on the tile, nothing happens.
  #1558    
Old June 27th, 2009, 03:58 PM
Samike360's Avatar
Samike360
Lover of May
 
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Location: ATL
Gender:
Nature: Bold
^Have you set the var number and values to 0300 and 4050?
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Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1559    
Old June 27th, 2009, 04:35 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 22
Gender: Male
Nature: Gentle
Quote:
Originally Posted by diegoisawesome View Post
Hey, Baby Cynda, it's you from the RP! Anyways...
Use a different flag for each Pokémon. Like, say, 0x200 for Bulbasaur, 0x201 for Charmander, and 0x202 for Squirtle. Change both the script and the People ID.
I wouldn't start with 0x200...
0x200 is a bit unsafe, I would say 0x1000 and up
There are free flags from 0x1000 to 0x3FFF
Do you know how many flags that is?
Do the math... >=)
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>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

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

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

>
  #1560    
Old June 27th, 2009, 05:11 PM
Samike360's Avatar
Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
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^I've used 0x200 many times in hacks and have never had a problem with it....how is it unsafe?
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1561    
Old June 27th, 2009, 06:32 PM
diegoisawesome's Avatar
diegoisawesome
Please understand
Community Supporter
 
Join Date: Dec 2007
Location: Goldenrod City, Johto
Age: 17
Gender: Male
Nature: Quirky
Quote:
Originally Posted by Samike360 View Post
^I've used 0x200 many times in hacks and have never had a problem with it....how is it unsafe?
Just...use 0x1000, 0x1001, and 0x1002. There are some used flags around that spot, like he said. Sorry about that.
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diegoisawesome's MEGA-HUGE XSE Scripting Tutorial
diegoisawesome's Miscellaneous Finds
The Ruins of Alph Puzzles
  #1562    
Old June 28th, 2009, 12:38 AM
Exon's Avatar
Exon
Hacker in Training
 
Join Date: Jun 2009
Age: 25
Gender: Male
Nature: Relaxed
Game: PKMN Ruby
Type: Trigger Script
Editor: XSE
Script: Rival Battle

Spoiler:
#dynamic 0x800CBE
#org @main
checkflag 0x1005
if 0x1 goto @end
applymovement 0x05 @move
pause 0x30
applymovement 0x05 @move1
msgbox @rivaltalk 0x6
trainerbattle 0x1 0x008 0x0 @intro @beat @after
msgbox @rivaltalk2 0x6
applymovement 0x05 @move2
hidesprite lasttalked
setflag 0x1005
release
end
#org @end
release
end
#org @move
#raw 0x56
#raw 0xfe
#org @move1
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xfe
#org @move2
#raw 0x0b
#raw 0x08
#raw 0x08
#raw 0x54
#raw 0xfe
#org @rivaltalk
= -edited out-
#org @rivaltalk2
= -edited out-
#org @intro
= -edited out-
#org @beat
= -edited out-
#org @after
= -edited out-


-just making sure nothing is wrong with the script itself, since it won't trigger...if so then I'll look somewhere else for help :-)
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------------------------------
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  #1563    
Old June 28th, 2009, 02:50 AM
ShyRayq's Avatar
ShyRayq
Unprofessional Unprofessional
 
Join Date: Aug 2007
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Samike360 View Post
^Have you set the var number and values to 0300 and 4050?
yep i have but still nothing happens
  #1564    
Old June 28th, 2009, 05:01 AM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
Location: Steeltown
Age: 20
Gender: Male
Nature: Modest
Quote:
Originally Posted by Dragoon View Post
yep i have but still nothing happens
Has the var 0x4050 been set to 0x1 in a previous script because if it has, any script tiles that use it won't activate.
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  #1565    
Old June 28th, 2009, 10:41 AM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Okay, for the script I need for my hack, I need some enlightenment on the create sprite

This is what XSE gives for createsprite
Quote:
sprite # to use
virtual people #
x coordinate
y coordinate
behaviour
facing
and this is what I interpret it as:

sprite #to use: the picture, like what you see in OW editor

virtual people #: like the person event #. If i wanted to assigned 01 to this value, I could then move it with applymovement 0x01 @move

x coordinate:...
y coordinate:...

behaviour: I am unsure how to do this, becuase I do not know how to get the numbers needed for it.

facing:same as above

So can someone explain this command to me? and would I write it out as ceratesprite 0x?? 0x?? 0x?? 0x?? 0x?? 0x?? or createsprite ?? ?? ?? ?? ?? ??

and what about the facing and behaviour. would I use movement #'s?
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  #1566    
Old June 28th, 2009, 12:03 PM
-DarK-
Hold Your Colour
 
Join Date: Jun 2007
Location: Belgium
Age: 21
Gender: Male
Nature: Brave
Send a message via Windows Live Messenger to -DarK-
Quote:
Originally Posted by jebees View Post
Okay, for the script I need for my hack, I need some enlightenment on the create sprite

This is what XSE gives for createsprite


and this is what I interpret it as:

sprite #to use: the picture, like what you see in OW editor

virtual people #: like the person event #. If i wanted to assigned 01 to this value, I could then move it with applymovement 0x01 @move

x coordinate:...
y coordinate:...

behaviour: I am unsure how to do this, becuase I do not know how to get the numbers needed for it.

facing:same as above

So can someone explain this command to me? and would I write it out as ceratesprite 0x?? 0x?? 0x?? 0x?? 0x?? 0x?? or createsprite ?? ?? ?? ?? ?? ??

and what about the facing and behaviour. would I use movement #'s?
I presume that behaviour is simply the movement type, like in advance map, but then in hex numbers. I presume the numbers are in the same order as the movement types in A-Map. Try it out and see what you find!

Facing is simply the way the sprite will face. The numbers can be found in std.rbh (I think...), but you can also use FACE_LEFT, FACE_RIGHT, etc, to mark the way they have to face. Once again, try it out and see what you find!
  #1567    
Old June 28th, 2009, 02:23 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by Exon View Post
Game: PKMN Ruby
Type: Trigger Script
Editor: XSE
Script: Rival Battle

Spoiler:
#dynamic 0x800CBE
#org @main
checkflag 0x1005
if 0x1 goto @end
applymovement 0x05 @move
pause 0x30
applymovement 0x05 @move1
msgbox @rivaltalk 0x6
trainerbattle 0x1 0x008 0x0 @intro @beat @after
msgbox @rivaltalk2 0x6
applymovement 0x05 @move2
hidesprite lasttalked
setflag 0x1005
release
end
#org @end
release
end
#org @move
#raw 0x56
#raw 0xfe
#org @move1
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xfe
#org @move2
#raw 0x0b
#raw 0x08
#raw 0x08
#raw 0x54
#raw 0xfe
#org @rivaltalk
= -edited out-
#org @rivaltalk2
= -edited out-
#org @intro
= -edited out-
#org @beat
= -edited out-
#org @after
= -edited out-


-just making sure nothing is wrong with the script itself, since it won't trigger...if so then I'll look somewhere else for help :-)
You forgot to use waitmovement commands...
Spoiler:
#dynamic 0x800CBE

#org @main
checkflag 0x1005
if 0x1 goto @end
applymovement 0x05 @move
waitmovement 0x0
pause 0x30
applymovement 0x05 @move1
waitmovement 0x0
msgbox @rivaltalk 0x6
trainerbattle 0x1 0x008 0x0 @intro @beat @after
end

#org @after
msgbox @rivaltalk2 0x6
applymovement 0x05 @move2
waitmovement 0x0
hidesprite lasttalked
setflag 0x1005
release
end

#org @end
release
end

#org @move
#raw 0x56
#raw 0xfe

#org @move1
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xfe

#org @move2
#raw 0x0b
#raw 0x08
#raw 0x08
#raw 0x54
#raw 0xfe

#org @rivaltalk
= -edited out-

#org @rivaltalk2
= -edited out-

#org @intro
= -edited out-

#org @beat
= -edited out-
__________________
  #1568    
Old June 28th, 2009, 03:04 PM
ShyRayq's Avatar
ShyRayq
Unprofessional Unprofessional
 
Join Date: Aug 2007
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Pokepal17 View Post
Has the var 0x4050 been set to 0x1 in a previous script because if it has, any script tiles that use it won't activate.
huh? i don't understand you........
  #1569    
Old June 28th, 2009, 05:49 PM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Quote:
Originally Posted by -DarK- View Post
I presume that behaviour is simply the movement type, like in advance map, but then in hex numbers. I presume the numbers are in the same order as the movement types in A-Map. Try it out and see what you find!

Facing is simply the way the sprite will face. The numbers can be found in std.rbh (I think...), but you can also use FACE_LEFT, FACE_RIGHT, etc, to mark the way they have to face. Once again, try it out and see what you find!
Okay, I understand, but would I number all the behaviour types in A-map like having the first one(which is no movement) 0x00, and the next 0x0, and the tenth 0x0A? also, is the virtual peple # the same as the person event #?
__________________
  #1570    
Old June 29th, 2009, 01:04 AM
Xatoku's Avatar
Xatoku
Game Developer
 
Join Date: Feb 2009
Location: Canada
Gender: Male
Hey guys, I have a new problem.

For the very begining part of my hack where you see the RPG sprite for the first time, I'm putting my first map script, so that right as the game starts you're in a script. I've set the first one's Script type to 04 and it's flag 4017, aswell as the offset 2. Here's the script for that one.

Spoiler:
'---------------
#org 0x8070F5
setvar 0x4017 0x1
end


Now the 2nd map script is 02 and it's flag is 4018, and the offset 2 is set. Here's the script for that one,

Spoiler:
#dynamic 0x800000

#org @start
playsong 0x13B 0x33
sound 0x15
applymovement MOVE_PLAYER @move1
waitmovement 0x0
msgbox @text1 MSG_NORMAL
applymovement MOVE_PLAYER @move2
waitmovement 0x0
msgbox @text2 MSG_NORMAL
special 0x113
applymovement MOVE_CAMERA @move3
waitmovement 0x0
msgbox @text3 MSG_NORMAL
applymovement MOVE_CAMERA @move4
waitmovement 0x0
msgbox @text4 MSG_NORMAL
playsong 0x14E 0x33
special 0x114
setvar 0x4018 0x1
end

#org @text1
= [red_fr][Player]:[black_fr] I'm tired of this place[.]

#org @text2
= [red_fr][Player]:[black_fr] That's it!\pIt's time to get out of here!

#org @text3
= [red_fr][Player]:[black_fr] All I've got to do is distract\nWill, and I'm out.

#org @text4
= [red_fr][Player]:[black_fr] I wonder where [blue_fr]Blue[black_fr] is?

#org @move1
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x52
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @move4
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE


Now my problem is that until the end, the script will work, but at the end it says, Player put ????? in the items pocket, and then the game freezes. Could some body help me please?
  #1571    
Old June 29th, 2009, 03:13 AM
onyx79's Avatar
onyx79
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
I've got a problem with this script:

Spoiler:

'---------------
#org 0x26DF6B
msgbox 0x826E508 MSG_YESNO '"Would you like to go to the\nORANG..."
warp 0x4 0x1 0xFF 0x2 0x6
end

'---------
' Strings
'---------
#org 0x26E508
= Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...


this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?
__________________
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  #1572    
Old June 29th, 2009, 06:39 AM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Quote:
Originally Posted by onyx79 View Post
I've got a problem with this script:

Spoiler:

'---------------
#org 0x26DF6B
msgbox 0x826E508 MSG_YESNO '"Would you like to go to the\nORANG..."
warp 0x4 0x1 0xFF 0x2 0x6
end

'---------
' Strings
'---------
#org 0x26E508
= Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...


this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?

well the problem is, if you pick yes you warp and if you pick no you warp. ...you have to have something for the no to goto...
__________________
  #1573    
Old June 29th, 2009, 07:18 AM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by onyx79 View Post
I've got a problem with this script:

Spoiler:

'---------------
#org 0x26DF6B
msgbox 0x826E508 MSG_YESNO '"Would you like to go to the\nORANG..."
warp 0x4 0x1 0xFF 0x2 0x6
end

'---------
' Strings
'---------
#org 0x26E508
= Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...


this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?

Here is what it should look like...

Code:
 
#dynamic 0x800000
 
#org @start
lock
faceplayer
msgbox @orange MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto @warp
release
end
 
#org @warp
warp 0x4 0x1 0xFF 0x2 0x6
 
#org @orange
= Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...
Keep in mind, that's the minimum amount of code for this script to work.
You may want to add another message box if you say no, but that's not neccesary. Also, notice that there is no "end" command after the @warp pointer. This is because a warp always ends a script.

Find some free space in your game, and put that code in your hack. Let me know if it works

Please Rep For Help
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  #1574    
Old June 29th, 2009, 09:14 AM
onyx79's Avatar
onyx79
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
thanks for the script help!
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  #1575    
Old June 29th, 2009, 04:46 PM
Xatoku's Avatar
Xatoku
Game Developer
 
Join Date: Feb 2009
Location: Canada
Gender: Male
Well I'm gettin that error where the screen stays black after the warp. Any help?

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x363
if 0x1 goto @end
lock
msgbox @text1 0x6
applymovement 0x1 @move1
applymovement MOVE_PLAYER @move1
waitmovement 0x0
playsong 0x13B 0x33
showsprite 0x2
showsprite 0x3
hidesprite 0x7
hidesprite 0x8
msgbox @text2 0x6
applymovement 0x1 @move2
applymovement MOVE_PLAYER @move2
waitmovement 0x0
hidesprite 0x4
msgbox @text3 0x6
applymovement 0x1 @move5
applymovement MOVE_PLAYER @move3
waitmovement 0x0
hidesprite 0x1
movesprite 0xFF 0x5 0x1
sound 0x11
pause 0x10
showsprite 0x7
showsprite 0x8
special 0x113
applymovement MOVE_CAMERA @move6
fadeout 0x4
waitmovement 0x0
msgbox @text4 MSG_NORMAL
special 0x114
warp 0x3 0x1 0x4 0x0 0x0
setflag 0x363
release
end

#org @end
end

#org @text1
= [darknavyblue_fr]Blue:[black_fr] Come on [red_fr][player]![black_fr] We're almost\nout!

#org @text2
= [blue_fr]Will & Karren:[black_fr] Stop right there!\p[darknavyblue_fr]Blue:[black_fr] Run [red_fr][player]![black_fr] Run!!!

#org @text3
= [darknavyblue_fr]Blue:[black_fr] This Silver Wing and Rainbow\nWing, they'll be our momentoes.

#org @text4
= [green_fr]Karren & Will:[black_fr] Where did they go?!?

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move4
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move6
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE
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