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This exists in Gold, Silver and Crystal
Hold item effect ids:
0x14: Holder can't be poisoned
0x15: Holder can't be burned
0x16: Holder can't be frozen
0x17: Holder can't fall asleep (except with Rest)
0x18: Holder can't be paralyzed
0x19: Holder can't be confused
All of these items work perfectly except burned and frozen. While they still create the correct effect (eg you can't get burned by burn guard) the other four bring up the text (eg: Holding a poison guard and you're about to get poisoned) "(Pokemon)'s protected by (item)! These items aren't consumed after use, so you can use them over and over again. Burn and Freeze simply do the effect without telling the player anything.
You can find the code that uses these items in the crystal disassembly under battle\effect_commands.asm . Search for call GetOpponentItem and look for the cp that succeeds it.
Last edited by koolboyman (2014-05-24 20:03:33)
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That is a really neat find. Kinda makes you wonder why they never bothered to actually use these.
I am not very active on this forum. I only pop in from time to time.
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@KBC: Thanks!
@Mateo: maybe because berrys work best (speaking tactically).
I think that this information is a preamble to what would be the abilities. For two weeks Im working on adjustments of to these routines, so that together with other modifications show the text messages are the follow form:
Pd: Mateo, i can modify the text box to show the move class.
Last edited by Chamber_ (2014-05-25 05:11:56)
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I think that this information is a preamble to what would be the abilities. For two weeks Im working on adjustments of to these routines, so that together with other modifications show the text messages are the follow form:
It should take you only 10 minutes if you just check how paralysis handles it differently from burn, and just apply the differences. Gamefreak didn't finish the job, just fill in the gaps they left out.
Last edited by koolboyman (2014-05-26 04:44:19)
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Finally something useful to read. I have a little question. Of what i see 0x14 is the offset that prevents poisoning in these games. If i change the bytes to 00,will the pokemom always be poisoned? (sorry if i am wrong)
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It should take you only 10 minutes if you just check how paralysis handles it differently from burn, and just apply the differences. Gamefreak didn't finish the job, just fill in the gaps they left out.
What difference that you mean?
@RPD490: These are the offsets where to begin the routines in POKEMON GOLD . Use the dessambly of Pokecrystal as a guide:
BattleCommand14: ; $35F98
; sleeptarget
BattleCommand13: ; $3601A
; poisontarget
BattleCommand2f: ; $36058
; poison
BattleCommand17: ; $361B0
; burntarget
BattleCommand18: ; $36226
; freezetarget
BattleCommand19: ; $36289
; paralyzetarget
BattleCommand30: ; $36ED5
; paralyze
BattleCommand2b: ; $36E2B
; confusetarget
BattleCommand2a: ; $36EE49
; confuse
... Other routines. These do not include preventive effects but they can be also used.
BattleCommand5f: ; $378CD
; attract
BattleCommand25: ; $36BAE
; (Flinch effect?)
BattleCommand4d: ; $36BD7
; kingsrock
@Pokemon_Master: KBM has a tutorial explaining the property of the items, you should review it. Each item have a "held item effects". For example, if you change the effect of Metal Coat of 0x42 (increase steel moves) to 0x14, you have done that the pokemon that hold Metal Coat have Immunity to be poisoned.
Last edited by Chamber_ (2014-05-27 02:37:44)
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koolboyman wrote:It should take you only 10 minutes if you just check how paralysis handles it differently from burn, and just apply the differences. Gamefreak didn't finish the job, just fill in the gaps they left out.
What difference that you mean?
Look at how Burn handles the effect, then look at how paralysis handles the effect. Burn doesn't display the messages and paralysis does. Figure out why paralysis works and use that information to make burn work.
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