Skeetendo

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#1 2015-03-01 11:53:58

Rocket Grunt
Member
Registered: 2014-12-27
Post 44/75

Unused Move Effects

While I was changing some move effects, I noticed something interesting that there are some unused move effects.

Here is a list taken from internet:
0C Raises user's Speed by 1 stage.
0E Raises user's Special Defense by 1 stage.
15 Lowers enemy's Special Attack by 1 stage.
16 Lowers enemy's Special Defense by 1 stage.
35 Raises user's Special Attack by 2 stages.
37 Raises user's Accuracy by 2 stages.
38 Raises user's evasion by 2 stages.
3D Lowers opponent's Special Attack by 2 stages.
3E Lowers opponent's Special Defense by 2 stages.
3F Lowers opponent's Accuracy by 2 stages.
40 Lowers opponent's evasion by 2 stages.
8D If user is faster, cause the opponent to flinch. If user is slower, always miss.
(All effects deal no damage)

So are there any ways to modify the effects so that they can deal damage while keeping the effect, or replace them by other effects?

Last edited by Rocket Grunt (2015-03-01 11:59:23)


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#2 2015-03-01 16:25:57

Crystal_
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From: Spain
Registered: 2012-09-16
Post 251/426
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#3 2015-03-01 17:39:18

Chamber_
Member
Registered: 2013-12-31
Post 111/119

Re: Unused Move Effects

You can repoint the poiner table and add more effects.

Pokemon GOLD:
$2739F - 274D9 Pointer table to Move Effects

Example of Flame Charge Effect (SpeedUpHit):

Flame Charge:
        checkobedience (0x02)
        usedmovetext (0x03)
        doturn (0x04)
        critical (0x05)
        damagestats (0x06)
        damagecalc (0x62)
        stab (0x07)
        damagevariation (0x08)
        checkhit (0x09)
        effectchance (0x90)
        hittarget (0xAB)
        resulttext (0x0D)
        checkfaint (0x0E)
        criticaltext (0x0F)
        supereffectivetext (0x10)
        checkdestinybond (0x11)
        buildopponentrage (0x12)
        effectchance (0x90)
        speedup (0x72)
        statmessagetarget (0x8C)
        statupfailtext (0x8E)
        endmove (0xFF)

Last edited by Chamber_ (2015-03-01 17:39:48)

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#4 2015-03-18 12:09:16

Rocket Grunt
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Registered: 2014-12-27
Post 50/75

Re: Unused Move Effects

Thanks, all info are really useful :D
Anyway I am curious how can we add an effect that lower self's stat, like Close Combat, Draco Meteor?


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#5 2015-03-18 14:37:44

Crystal_
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From: Spain
Registered: 2012-09-16
Post 258/426
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Re: Unused Move Effects

use the equivalent command that would traget the opponent and sandwitch it between two switchTurn commands (e.g. if you want a effect that lowers your del two stages, use screech)

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#6 2015-03-21 05:44:24

Rocket Grunt
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Registered: 2014-12-27
Post 52/75

Re: Unused Move Effects

Thanks, that turns out great.
While trying to add Dragon Tail, I noticed that both hittarget command and forceswitch command will load the move's animation. So how can I make the animation shows up only once?

Last edited by Rocket Grunt (2015-03-21 09:36:07)


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#7 2015-03-21 13:33:31

Crystal_
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From: Spain
Registered: 2012-09-16
Post 260/426
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Re: Unused Move Effects

Easiest thing in my eyes would be to modify the forceswitch command to add a check right before calling AnimateCurrentMove so that you don't call it if the move being used is Dragon Tail.

Last edited by Crystal_ (2015-03-21 13:33:56)

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#8 2015-03-27 11:14:18

Rocket Grunt
Member
Registered: 2014-12-27
Post 53/75

Re: Unused Move Effects

Yep I see. Also, how can I remove the move's effects outside battle such as Softboiled?


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