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-   -   [Archive] Script help thread (https://www.pokecommunity.com/showthread.php?t=120081)

machomuu September 5th, 2008 3:08 PM

Quote:

Originally Posted by dshayabusa (Post 3912414)
I've made some changes, try it now.

thanks, but when I try to compile it it says "run-time error '457' this key is already associaated with an element of the collection, This has happened before with some (not all) of the other scripts I tried to compile. any answers?

Thrace September 5th, 2008 3:14 PM

Quote:

Originally Posted by machomuu (Post 3912450)
thanks, but when I try to compile it it says "run-time error '457' this key is already associaated with an element of the collection, This has happened before with some (not all) of the other scripts I tried to compile. any answers?

Try this:
Code:

#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end



machomuu September 5th, 2008 3:24 PM

Quote:

Originally Posted by dshayabusa (Post 3912473)
Try this:
Code:

#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end



Same outcome, It's a visual basic problem I think.

EDIT: I did some research and know it's not visual basic no.

Kim Do-yeon September 5th, 2008 4:00 PM

I need a few scripts for my hack and I will credit you in my hack.

1. Oak is at the lab already and Gary is not there.
2. A person stops you leaving Pallet Town if you have not recieved a Pokémon from oak.
3. A person later in the game gives you a certain Pokémon depending on the starter you chose.
4. Add more trades.

So if someone could kindly make one or two of these for me can please make it for me and I will credit you in my upcoming hack which I will keep making and not give up.

KhaosKnight September 5th, 2008 5:30 PM

Quote:

Originally Posted by Team Poison (Post 3912648)
I need a few scripts for my hack and I will credit you in my hack.

1. Oak is at the lab already and Gary is not there.
2. A person stops you leaving Pallet Town if you have not recieved a Pokémon from oak.
3. A person later in the game gives you a certain Pokémon depending on the starter you chose.
4. Add more trades.

So if someone could kindly make one or two of these for me can please make it for me and I will credit you in my upcoming hack which I will keep making and not give up.

Ahem *coughcough*

Attention Customers:

WE DO NOT MAKE SCRIPTS FOR ANYONE IN THIS THREAD, READ THE RULES ON THE FIRST PAGE PLEASE.


Thank you, that is all, have a good day.

Megiddo-san September 5th, 2008 8:02 PM

machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

Thrace September 6th, 2008 1:07 AM

Quote:

Originally Posted by megiddo (Post 3913572)
machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

Good eyes, megiddo. I didn't notice that. :P

machomuu September 6th, 2008 5:13 AM

Quote:

Originally Posted by megiddo (Post 3913572)
machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

:O:O:O:O:O:O:O:O:O:O:O:O:O:O!!!!!! That may be the key to unlocking wild battles!!!!!
EDIT: I have Good news and Bad news
The Good news is that Pikachu actually talks to me now
The Bad news is that he doesn't say "Pika Pi", he says... I forgot, bu it's a text glitch that keeps repeating, I did change the second offset from wildbattle, to wild and I'm using the latest script hayabusa gave me.

Shen September 6th, 2008 5:22 AM

Quote:

Originally Posted by dshayabusa (Post 3912249)
Delete the things in bold, also use enters after different offsets.

Sadly, it then says that =____ isn't a keyword and the script can't compile.

Shadows September 6th, 2008 9:55 AM

Since the old team rocket event script didn't go well, I decided to make another...

Spoiler:

'-----------------------
#dynamic 0x71CB30

#ORG @Main
checkflag 0x
if 0x1 goto @end
if 0x0 goto @Rocket
end

#ORG @Rocket
lock
showsprite 0x13
showsprite 0x12
applymovement 0x13 @JJ1
applymovement 0x12 @JJ2
trainerbattle 0x0 0x1 0x1 @before @after
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
release
end

#ORG @end
end

#ORG @before
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#ORG @after
= JESSIE&JAMES: Team Rocket Blasts off Again!

#ORG @JJ1
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x00 0xFE
end

#ORG @JJ2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
end


Now, before I compile it, which Flags do I use, and what do I do to Person event #12 and #13?

Bokkun September 6th, 2008 11:50 AM

Hey

i have just a little question, in my pokemon ruby rom i tried to use the raw 0x75, the showpokepic command, BUT always when i try it in the rom, the colors of the pokemon in the box are wrong, why?

Shadows September 6th, 2008 12:53 PM

Quote:

Originally Posted by Bokkun (Post 3915713)
Hey

i have just a little question, in my pokemon ruby rom i tried to use the raw 0x75, the showpokepic command, BUT always when i try it in the rom, the colors of the pokemon in the box are wrong, why?

Try using a clean rom and try again, I think it may be the pokemon sprite thats messed up.

Thrace September 6th, 2008 1:10 PM

Quote:

Originally Posted by Shen (Post 3914548)
Sadly, it then says that =____ isn't a keyword and the script can't compile.

Try this:
Code:

#dynamic 0x6B46BC

#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end

#org @end
message @3
boxset 6
release
end

#org @1
= Here's a Pokemon.

#org @2
= You got a Pokemon.

#org @3
= Have fun.


Copy and paste that exactly.

Quote:

Originally Posted by T (Post 3915370)
Since the old team rocket event script didn't go well, I decided to make another...

Spoiler:

'-----------------------
#dynamic 0x71CB30

#ORG @Main
checkflag 0x
if 0x1 goto @end
if 0x0 goto @Rocket
end

#ORG @Rocket
lock
showsprite 0x13
showsprite 0x12
applymovement 0x13 @JJ1
applymovement 0x12 @JJ2
trainerbattle 0x0 0x1 0x1 @before @after
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
release
end

#ORG @end
end

#ORG @before
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#ORG @after
= JESSIE&JAMES: Team Rocket Blasts off Again!

#ORG @JJ1
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x00 0xFE
end

#ORG @JJ2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
end


Now, before I compile it, which Flags do I use, and what do I do to Person event #12 and #13?

It doesn't matter which ones you use as long as they haven't already been used. Its good practice to keep a record of used flags in a document. If you have not used any flags in scripts just start at 200. You only need to use one flag because they will both disappear at the same time.

Shadows September 6th, 2008 2:16 PM

Quote:

Originally Posted by dshayabusa (Post 3915953)
It doesn't matter which ones you use as long as they haven't already been used. Its good practice to keep a record of used flags in a document. If you have not used any flags in scripts just start at 200. You only need to use one flag because they will both disappear at the same time.

Well, I added in the flag, and when the script comiles it's like this:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x200
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
applymovement 0x12 0x871CEE2
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x200
release
end


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!


I added another text, buts thats not the point....
When I step into the spot, It freezes I fixed the freezing, but now theres no movement :(
I has to do with the flags, I've used 200 before...
What flag should I use?

Shen September 6th, 2008 3:23 PM

Quote:

Originally Posted by dshayabusa (Post 3915953)
Try this:
Code:

#dynamic 0x6B46BC

#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end

#org @end
message @3
boxset 6
release
end

#org @1
= Here's a Pokemon.

#org @2
= You got a Pokemon.

#org @3
= Have fun.


Copy and paste that exactly.

Err...yeah it worked. Thanks, what was the issue with mine? Also, does fanfare work on XSE?

Grinner September 6th, 2008 4:35 PM

Heya all... i have an extention to the my previous question about makeing pokemon dissapear/reapear...

I am still no closer on figureing out how to remove pokemon, if possable but i belive commands such as Checkattack could be used to reconstruct the pokemon to be recoverd later. Thinking about this the BufferPokemon commands lept to mind and i was wondering if you could help me with them, as i have never used them before.

As far as i can tell, the first command (0x7D bufferpokemon) buffers the pokemon spiecies name (atm i am unsure if it can even be used to store the pokemon?) but bufferfirstpokemon has no such discription on XSE, so i was wondering if it will store the nickname of the pokemon, meaning should i find a way to remove the pokemon, i can replace it better.

Also in simple questions someone wanted a vaugly simmiler event to happen and was advised to change the RAM data, looking through the command list in XSE i stumbled apon commands such as Loadpointer and Jumpram, could these be used as storeing pokemon data whole?

Thanks for your time

Thrace September 6th, 2008 10:48 PM

Quote:

Originally Posted by T (Post 3916203)
Well, I added in the flag, and when the script comiles it's like this:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
checkflag 0x201
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
release
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
applymovement 0x12 0x871CEE2
waitmovement 0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
boxset 6
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
release
end


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!


I added another text, buts thats not the point....
When I step into the spot, It freezes I fixed the freezing, but now theres no movement :(
I has to do with the flags, I've used 200 before...
What flag should I use?

I've made some changes. There are over 1000 flags you can use. As a rule of thumb anywhere from 200-400 and 1000+ are ok to use.

Quote:

Originally Posted by Shen (Post 3916506)
Err...yeah it worked. Thanks, what was the issue with mine? Also, does fanfare work on XSE?

You had msgbox= lkagklshdg;lah. You don't need the msgbox. Yes it does.

Quote:

Originally Posted by Grinner (Post 3916776)
Heya all... i have an extention to the my previous question about makeing pokemon dissapear/reapear...

I am still no closer on figureing out how to remove pokemon, if possable but i belive commands such as Checkattack could be used to reconstruct the pokemon to be recoverd later. Thinking about this the BufferPokemon commands lept to mind and i was wondering if you could help me with them, as i have never used them before.

As far as i can tell, the first command (0x7D bufferpokemon) buffers the pokemon spiecies name (atm i am unsure if it can even be used to store the pokemon?) but bufferfirstpokemon has no such discription on XSE, so i was wondering if it will store the nickname of the pokemon, meaning should i find a way to remove the pokemon, i can replace it better.

Also in simple questions someone wanted a vaugly simmiler event to happen and was advised to change the RAM data, looking through the command list in XSE i stumbled apon commands such as Loadpointer and Jumpram, could these be used as storeing pokemon data whole?

Thanks for your time

7D buffers the pokemon name into \h01\h07 (not too sure about that). You have to put which Pokemon's name you want to buffer when you use the command though. bufferfirstpokemon does the same except it buffers the first pokemon in the party.

You could try changing the ram data but first you have to find where the data is located.

Definitely not going to be easy, if you really want to be able to do it you'll have to figure it out yourself.

Bokkun September 7th, 2008 12:28 AM

Quote:

Originally Posted by T (Post 3915907)
Try using a clean rom and try again, I think it may be the pokemon sprite thats messed up.

didn'T want to work =<
the colors always some black one =<

destinedjagold September 7th, 2008 3:31 AM

Quote:

Originally Posted by Bokkun (Post 3918102)
didn'T want to work =<
the colors always some black one =<

it may be possible for us to know what caused it if you'll show the script... :\

Kaizer-X September 7th, 2008 3:48 AM

umm wat var no. to use for scripts on tiles with movement permission 8?
since this is related to scripts

Bokkun September 7th, 2008 4:10 AM

Quote:

Originally Posted by Time (Post 3918450)


it may be possible for us to know what caused it if you'll show the script... :\

a simple one just:

#raw 0x75 0x55 0x0 0x0

Raging_Lugia September 7th, 2008 8:19 AM

i need help, can you put custom sprites on pokemon diamond?
if so how do you do this as i have wicked sprites to put on

Shadows September 7th, 2008 10:32 AM

Quote:

Originally Posted by Raging_Lugia (Post 3919290)
i need help, can you put custom sprites on pokemon diamond?
if so how do you do this as i have wicked sprites to put on

Goto Simple questions for this one, it has nothing to do with scripting...

Quote:

Originally Posted by dshayabusa (Post 3917943)
I've made some changes. There are over 1000 flags you can use. As a rule of thumb anywhere from 200-400 and 1000+ are ok to use.

Okay, I've made the flag changes, but the movement doesn't work, and the hidesprite doesn't apply unless you walk on the script again.... and if you step there a third time, you freeze...

I have it compiled, not much is changed:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
waitmovement 0x0
applymovement 0x12 0x871CEE2
waitmovement 0x0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
warp6 0xBF 0xCD 0xCD 0xBFC3 0xC42D
virtualjumpif 0xC7 0xF0CDBF
checkobedience 0xE3DC


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!

lriley777 September 7th, 2008 2:17 PM

Im seriously not a good scripter. I know nothing about it. I need help. could someone please add me as a contact and be my teacher? I really need alot of help for my hack

Thrace September 7th, 2008 10:40 PM

Quote:

Originally Posted by T (Post 3919847)
Goto Simple questions for this one, it has nothing to do with scripting...


Okay, I've made the flag changes, but the movement doesn't work, and the hidesprite doesn't apply unless you walk on the script again.... and if you step there a third time, you freeze...

I have it compiled, not much is changed:
Spoiler:
'-----------------------
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
waitmovement 0x0
applymovement 0x12 0x871CEE2
waitmovement 0x0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
warp6 0xBF 0xCD 0xCD 0xBFC3 0xC42D
virtualjumpif 0xC7 0xF0CDBF
checkobedience 0xE3DC



'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!

Dunno if you noticed but the last 3 lines changed.
Spoiler:
Code:

#dynamic 0x800000

#org @new
checkflag 0x201
if 0x1 goto @end
checkflag 0x201
if 0x0 goto @next
end

'-----------------------
#org @end
release
end

'-----------------------
#org @next
showsprite 0x13
showsprite 0x12
applymovement 0x13 @1
waitmovement 0
applymovement 0x12 @2
waitmovement 0
trainerbattle 0x0 0x1 0x1 @3 @4
message @5
boxset 6
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
release
end

'-----------
' Movements
'-----------
#org @1
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org @2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org @3
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org @4
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org @5
= Keep your stupid fossil\nLets go!



Copy and paste that exactly and check your people numbers.

Quote:

Originally Posted by lriley777 (Post 3920905)
Im seriously not a good scripter. I know nothing about it. I need help. could someone please add me as a contact and be my teacher? I really need alot of help for my hack

Its not that hard, it just takes a bit of time. The tutorials here are really good, try reading some of them.


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