Melanogaster
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Posts posted by Melanogaster
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I'm looking specifically for the PID and IV combos of the 9 legal Shiny Wishmaker Jirachis.
I have the Bashful one, but I'd like to check the others too, so if anyone has them in any format I'd be grateful if you could give them to me.
They used to be on Pokecheck but since the site is down I don't know where to find their data.
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repeats 4 times as it is giving 4 different forms (seasonal).
00D2 = SetVar Season
jump statements are "bytes forward from current position", which is at the end of the (if-then)jump statement.
Ok, I managed to make it work properly, text and everything. But the guy who gives the pokemon keeps giving it every time you ask for it, how do I change it?
10 00 AA 01 - Store Flag or 4C 00 00 - Set Var Hero have any relevance to my issue?
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Has anyone been able to add a new type to Black and White 2?
Is it possible?
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02 00 is "EndScript"
10 00 AA 01 = CheckFlag 0x01AA
08 00 00 00 = Logical Comparison
11 00 01 00 = Value 1
1F 00 FF 45 00 00 00 = IfResult (False 0xFF = -1) then jump to 0x00000045
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Can always try Spiky's DS Map Editor (SDSME) which should have script editing support; also my edited version of NPRE should show most of the script names (including give pokemon)
My first question regards the Jump and If, is the 0x00000045 the point in the script at which it will jump, as in the 45th byte in the script?
NPRE for some reason crashes when I try to view my script. I think because it's broken at the end I believe, but that's how it was in the original script so I'm not sure what's wrong.
I've managed to decrypt the whole script using
http://pastebin.com/raw.php?i=vrkp0SN8
, but there's some things I can't understand.
For example, why is the function for give pokemon called 4 times?
This is the finished decrypted script I believe:
2F 00 - Unlock All 02 00 - End 2E 00 - Lock All A6 00 47 05 - Play Sound Clink 74 00 - Face Player 3D 00 00 04 06 00 00 00 00 00 - Text Message 32 00 - Wait Button 3E 00 - Close Message Key Press 30 00 - Wait Moment 2F 00 - Unlock All 02 00 - End 2E 00 - Lock All A6 00 47 05 - Play Sound Clink 74 00 - Face Player 10 00 AA 01 - Store Flag 08 00 00 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 45 00 00 00 3C 00 00 04 07 00 08 00 00 00 00 00 47 00 10 80 - Yes or No 09 00 10 80 - Store Var 08 00 00 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 0C 00 00 00 - If 04 00 32 00 00 00 - Call Routine 1E 00 10 00 00 00 - Jump 3C 00 00 04 0C 00 08 00 00 00 00 00 - Message 32 00 - Wait Button 3F 00 - Close Message Key Press 2 1E 00 10 00 00 00 - Jump 3C 00 00 04 0D 00 08 00 00 00 00 00 - Message 32 00 - Wait Button 3F 00 - Close Message Keypress 30 00 - Wait Moment 2F 00 - Unlock All 02 00 - End 28 00 24 80 00 00 - Set Var Equal Var 28 00 25 80 00 00 - Set Var Equal Var 28 00 26 80 00 00 - Set Var Equal Var 03 01 24 80 00 00 - Store Party Count More 09 00 24 80 - Store Var 08 00 06 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 16 00 00 00 - If 3C 00 00 04 0B 00 08 00 00 00 00 00 - Message 32 00 - Wait Button 3F 00 - Close Message Key Press 2 1E 00 14 01 00 00 - Jump 3C 00 00 04 08 00 08 00 00 00 00 00 - Message 3F 00 - Close Mesage Key Press 2 D2 00 25 80 - Store (? Store What?) 09 00 25 80 - Store Var 08 00 00 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 1A 00 00 00 - If 0E 01 10 80 49 02 00 00 1E 00 03 00 02 00 00 00 00 00 04 00 - Give Pokemon 1E 00 81 00 00 00 - Jump 09 00 25 80 - Store Var 08 00 01 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 1A 00 00 00 - If 0E 01 10 80 49 02 01 00 1E 00 03 00 02 00 00 00 00 00 04 00 - Give Pokemon 1E 00 54 00 00 00 - Jump 09 00 25 80 - Store Var 08 00 02 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 1A 00 00 00 - If 0E 01 10 80 49 02 02 00 1E 00 03 00 02 00 00 00 00 00 04 00 - Give Pokemon 1E 00 27 00 00 00 - Jump 09 00 25 80 - Store Var 08 00 03 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 14 00 00 00 - If 0E 01 10 80 49 02 03 00 1E 00 03 00 02 00 00 00 00 00 04 00 - Give Pokemon 4C 00 00 - Set Var Hero A9 00 18 05 - Play Fanfare 34 00 09 00 00 00 - Event Gray Message AA 00 - Wait Fanfare 4B 00 - Close Angry Message (Why Angry?) 34 00 0A 00 00 00 - Event Grey Message 47 00 10 80 - Yes or No 09 00 10 80 - Store Var 08 00 00 00 - Compare to 11 00 01 00 - Condition 1F 00 FF 10 00 00 00 - If 3F 00 - Close Message Key Press 2 05 01 26 80 24 80 01 00 - ???? 1E 00 02 00 00 00 - Jump 3F 00 - Close Message Key Press 2 3C 00 00 04 - Message (? Bytes are missing?)
Is there a place I can see a more detailed explanation of some functions, like for example D2 00 XX XX or 4C 00 XX - Set Var Hero?
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The script works ingame, it give the player the Deerling. But there are 2 problems I'm not sure how to fix, the first being why am I asked 2 times instead of just once like the original NPC does, and the second is the NPC will give me Deerlings ad Infinitum.
This is the code I've taken from that NPC and am using on the current NPC:
2F 00 02 00 2E 00 A6 00 47 05 74 00 3D 00 00 04 06 00 00 00 00 00 32 00 3E 00 30 00 2F 00 02 00 2E 00 A6 00 47 05 74 00 10 00 AA 01 08 00 00 00 11 00 01 00 1F 00 FF 45 00 00 00 3C 00 00 04 07 00 08 00 00 00 00 00 47 00 10 80 09 00 10 80 08 00 00 00 11 00 01 00 1F 00 FF 0C 00 00 00 04 00 32 00 00 00 1E 00 10 00 00 00 3C 00 00 04 0C 00 08 00 00 00 00 00 32 00 3F 00 1E 00 10 00 00 00 3C 00 00 04 0D 00 08 00 00 00 00 00 32 00 3F 00 30 00 2F 00 02 00 28 00 24 80 00 00 28 00 25 80 00 00 28 00 26 80 00 00 03 01 24 80 00 00 09 00 24 80 08 00 06 00 11 00 01 00 1F 00 FF 16 00 00 00 3C 00 00 04 0B 00 08 00 00 00 00 00 32 00 3F 00 1E 00 14 01 00 00 3C 00 00 04 08 00 08 00 00 00 00 00 3F 00 D2 00 25 80 09 00 25 80 08 00 00 00 11 00 01 00 1F 00 FF 1A 00 00 00 0E 01 10 80 49 02 00 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 81 00 00 00 09 00 25 80 08 00 01 00 11 00 01 00 1F 00 FF 1A 00 00 00 0E 01 10 80 49 02 01 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 54 00 00 00 09 00 25 80 08 00 02 00 11 00 01 00 1F 00 FF 1A 00 00 00 0E 01 10 80 49 02 02 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 27 00 00 00 09 00 25 80 08 00 03 00 11 00 01 00 1F 00 FF 14 00 00 00 0E 01 10 80 49 02 03 00 1E 00 03 00 02 00 00 00 00 00 04 00 4C 00 00 A9 00 18 05 34 00 09 00 00 00 AA 00 4B 00 34 00 0A 00 00 00 47 00 10 80 09 00 10 80 08 00 00 00 11 00 01 00 1F 00 FF 10 00 00 00 3F 00 05 01 26 80 24 80 01 00 1E 00 02 00 00 00 3F 00 3C 00 00 04
And this is what I've tried to decipher from the code, can anyone tell me if I did it wrong? It's just that some parts make no sense.
2F 00 - Unlock All 02 00 - (????) 2E 00 - Lock All A6 00 47 05 - Play Sound Clink 74 00 - Face Player 3D 00 00 04 06 00 00 00 00 00 - Text Message 32 00 - Wait Button (?) 3E 00 - Close Message Key Press (?) 30 00 - Wait Moment (?) 2F 00 - Unlock All 02 00 - (????) 2E 00 - Lock All A6 00 47 05 - Play Sound Clink 74 00 - Face Player 10 00 AA 01 - Store Flag (?) 08 00 00 00 - Compare to (it's empty, is it wrong (?)) 11 00 01 00 - Condition (?) 1F 00 FF 45 00 00 00 3C 00 00 04 07 00 08 00 00 00 00 00 47 00 10 80 - Yes or No 09 00 10 80 - Store Var (? stores the Yes or No?) 08 00 00 00 - Compare to (?) 11 00 01 00 - Condition (?) 1F 00 FF 0C 00 00 00 - If (?) 04 00 32 00 00 00 - Call Routine (?) 1E 00 10 00 00 00 - Jump (?) 3C 00 00 04 0C 00 08 00 00 00 00 00 - Message 32 00 - Wait Button (?) 3F 00 - Close Message Key Press 2 1E 00 10 00 00 00 - Jump (?) 3C 00 00 04 0D 00 08 00 00 00 00 00 - Message 32 00 - Wait Button 3F 00 - Close Message Keypress 30 00 - Wait Moment 2F 00 - Unlock All 02 00 28 00 24 80 00 00 28 00 25 80 00 00 28 00 26 80 00 00 03 01 24 80 00 00 09 00 24 80 08 00 06 00 11 00 01 00 1F 00 FF 16 00 00 00 - If (?) 3C 00 00 04 0B 00 08 00 00 00 00 00 - Message 32 00 - Wait Button 3F 00 - Close Message Key Press 2 1E 00 14 01 00 00 - Jump (?) 3C 00 00 04 08 00 08 00 00 00 00 00 - Message 3F 00 - Close Mesage Key Press 2 D2 00 25 80 - Store (? Store What?) 09 00 25 80 - Store Var (? Store the numbers from the function above?) 08 00 00 00 - Compare to (? To what?) 11 00 01 00 - Condition (?) 1F 00 FF 1A 00 00 - If (?) 00 0E 01 10 80 49 02 00 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 81 00 00 00 09 00 25 80 08 00 01 00 11 00 01 00 1F 00 FF 1A 00 00 00 0E 01 10 80 49 02 01 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 54 00 00 00 09 00 25 80 08 00 02 00 11 00 01 00 1F 00 FF 1A 00 00 00 0E 01 10 80 49 02 02 00 1E 00 03 00 02 00 00 00 00 00 04 00 1E 00 27 00 00 00 09 00 25 80 08 00 03 00 11 00 01 00 1F 00 FF 14 00 00 00 0E 01 10 80 49 02 03 00 1E 00 03 00 02 00 00 00 00 00 04 00 4C 00 00 A9 00 18 05 34 00 09 00 00 00 AA 00 4B 00 34 00 0A 00 00 00 47 00 10 80 - Yes or No 09 00 10 80 - Store Var (?) 08 00 00 00 - Compare to (?) 11 00 01 00 - Condition (?) 1F 00 FF 10 00 00 00 - If (?) 3F 00 - Close Message Key Press 2 05 01 26 80 24 80 01 00 1E 00 02 00 00 00 - Jump (?) 3F 00 - Close Message Key Press 2 3C 00 00 04 - Message (? Bytes are missing?)
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That'd be calling another script in another script file.
0x1B5A = 7002
0x07D0 = 2000
Does this mean that if I give my NPC the script number 0B 00, as there's 10 addresses in the header of the script file, it should execute normally (After I add the script and edit the header to accommodate the increase of course)?
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I've decided to try to find the script used to give off the Deerling on the route 6 weather institute. But I've got a few questions that maybe someone can answer as there's a problem I can't understand.
In the overworld I'm trying to add the NPC, the NPCs already there have scripts assigned to them that have erratic numbers, instead of being assigned lower numbers like 08 00, 02 00 etc. they have numbers like 5A 1B or D0 07 as the number of their script. But in the script file for that overworld there are only 10 scripts, getting to that number seems irrational, does anyone know what this means?
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I tried to make an NPC that gives you a Tyrogue if you talk with him, the problem is I can't find a tutorial for this or any instructions for this specific type of script.
I've looked into what NPCs in the game give you a pokemon, I found Amanita gives an Eevee, located her in Castelia City and found out she uses Script 988. I tried to look into script 988 but couldn't make out much of it.
In the header it says there are 5 scripts, which is consistent with what NPRE says, but that's it, as NPRE shows 5 scripts and 28 function which I don't know what they do, and I can't pinpoint the exact part of the script responsible with giving the player a pokemon, as NPRE says it's Function 13 (I think?). It's one of the pictures.
Meanwhile running scrparse.lua in desmume says there are 22 scripts in script file 988, as in one of the pictures.
Can anyone help me? I really don't know what to make of this.
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There's a few different kinds of formes. Shellos -> Gastrodon and Burmy -> Wormadam are merely graphical formes. They retain the same forme index when evolving. There is no to-forme evolution so you need to replace the actual original forme. If you evolve into any Pokemon past the max, then you get a bad egg, unfortunately. You were pretty close with the data swapping. Now you just need to swap the sprite and palette of the two formes.
EDIT: Nevermind got it to work.
I've got one more question though, what about the animations? Or are those included with the Sprite?
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I've tried some things, like replacing Aria Meloetta's data from personal.narc with that of Pirouette, while the stats and typing changed, the sprite didn't.
I then tried to make Tyrogue evolve directly into Pirouette form, so I replaced the 88 02 from 0x04-0x05 respectively with BE 02, which would correspond with Pirouette Form's number in the personal.narc and evolutions.narc, but all I got was Tyrogue evolving into an Unown, which became a Bad Egg in the party.
Anyone got any ideas? I tried to look as how Shellos -> Gastrodon evolves properly, but I found nothing of interest.
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I'm talking about Black 2 here.
For example Sky Shaymin instead of regular Shaymin or Pirouette Meloetta instead of Aria Meloetta. Is it possible? I'm asking because I've made Female Tyrogue evolve into Meloetta (stats nerfed) and I'd like to know if I can make Tyrogue evolve into Piroutte Form instead of Aria.
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yeah i missing that thing , you can download this database, and replace database file on <app_dir>/dir/database.
Ok.
Also, found a new bug, the "Open" button on the In-Game Trade Editor does not work and does nothing. You can't open any .narc.
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thank you for reporting =)
i just forgot to change maximum value on it , and you can download recent release (outofrange problem fixed, i hope )
It works now with every item, but, shouldn't you change the name from hold item to use item? Because adding that type of evolution means you have to use the item, not hold it while leveling-up. Like for example on Eevee it says Hold Item - Fire Stone, when it should be Use Item - Firestone.
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Disregarding my last post, I found a bug in Black 2 regarding evolution.
When I set a pokemon's evolution type to Hold Item(male) or (female) if it's an item after Claw Fossil in the list it causes the program to crash.
The error reads: (Value of '101' is not valid for 'Value'.'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value.
Here's the complete error dialogue:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '101' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at NinfiaDSToolkit.Andi.vEvolutions.andiImageComboBox1_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
NinfiaDSToolkit
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/desmume-0.9.10-win64/Pokemon%20Black%20Version%202/NinfiaDSToolkit-1.0.0-20140815_x86_min/NinfiaDSToolkit.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Assembly Version: 3.0.0.0
Win32 Version: 3.0.0.0
CodeBase: file:///E:/desmume-0.9.10-win64/Pokemon%20Black%20Version%202/NinfiaDSToolkit-1.0.0-20140815_x86_min/WeifenLuo.WinFormsUI.Docking.DLL
----------------------------------------
System.Data.SQLite
Assembly Version: 1.0.92.0
Win32 Version: 1.0.92.0
CodeBase: file:///E:/desmume-0.9.10-win64/Pokemon%20Black%20Version%202/NinfiaDSToolkit-1.0.0-20140815_x86_min/System.Data.SQLite.DLL
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Transactions
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Design
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.EnterpriseServices
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
----------------------------------------
SourceGrid
Assembly Version: 4.30.5215.21782
Win32 Version: 4.30.5215.21782
CodeBase: file:///E:/desmume-0.9.10-win64/Pokemon%20Black%20Version%202/NinfiaDSToolkit-1.0.0-20140815_x86_min/SourceGrid.DLL
----------------------------------------
SevenZipLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/desmume-0.9.10-win64/Pokemon%20Black%20Version%202/NinfiaDSToolkit-1.0.0-20140815_x86_min/SevenZipLib.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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They're unbreedable, however the species detection/determination routine within breeding would have to have a check added after the existing species cases.
As for where the nidoran/illumise code is within the overlays, I do not know.
Simplest solution would be to just let them breed into their own species with a Ditto.
I understand, so a pokemon egg being able to hatch into 2 different species is an unknown element.
But, if I would make a pokemon evolve from another pokemon (for example make tyrogue evolve into sawk), is there a known field I could edit so if sawk breeds with ditto, a tyrogue will hatch instead of sawk?
A thing I forgot to stupidly mention is the fact I'm talking about Pokemon Black 2.
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An 'egg' already has a species, the illumise/volbeat/nidoranMF decision is done while the egg is being generated. Not set by a narc.
Then how would I go about making it so let's say Latias is able to make eggs that both Latias and Latios have a change of hatching from?
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Andibad I've got a question about your Base Evolution Editor.
If I set a pokemon's Base Evolution to a certain pokemon, will it mean that when it makes an egg, the pokemon that hatches from the egg will be what I put in the BaseEvolution slot in the editor?
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I've been looking around and I can't find how to edit what comes out of an egg laid by a certain pokemon.
For example, from an Illumise egg an Illumise or Volbeat can hatch.
Does anyone know an editor that allows me to modify this or at least tell me where in the rom files can I find this piece of information?
I can utilize hex editors and I think I have the tools needed to extract narcs and subnarcs from the rom.
Any help would be appreciated.
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I've found the stats editor incredibly useful, but I feel it's missing something.
More exactly, a way of editing what Pokemon might hatch from an egg laid by a specific Pokemon.
Like Nidoran eggs or Pokemon with incenses.
Other than that it's pretty much perfect.
Maybe such an editor will be add later or will be brought as an extension to the Stats Editor?
Would like to know if something like this could be done.
Shiny Wishmaker Jirachi Request
in Pokémon Requests
Posted
Shiny Celebi is not legal, unless you meant the Jirachi.
I can't put it since it's in Gen 3 and I haven't transferred it up yet.