Adding New Moves and Creating New Move Effects
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March 25th, 2013 (8:14 PM).
Formerly known as 11bayerf1
Dragon Tail is really starting to annoy me
I've been trying to combine the normal attack effect with roar/whirlwind:
Here's my current code
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A
0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00
1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F
1D 08 01 F2 7D 1D 08 FF FF 01 60 69 1D 08 00 00
8F F2 7D 1D 08 00 01 5E 69 1D 08 28 47 69 1D 08
So far what happens is that the animation will play, the foe is damaged.
Then the animation plays again, and the foe is either sent out or the move
fails. Basically the two parts, the damage and phasing, are disassociated,
and both run of the accuracy of the move (90%) so regardless of whether
the move hits or not, there is still a chance the phase effect will miss.
From looking at the code, all the pointers seem to point to animations, and
the bytes in front of them seem to relate to conditions. For example, if its a
trainer with 1 pokemon, trainer with more, wild pokemon etc.
As such I'm finding it hard what to remove to make the effect run immediately
after the damage.
MrDollSteak's Decap. and Attack Rombase (Version 1.5a)
Gen VI: DS-Style 64x64 Pokemon Sprite Resource
Sugimori Palettes: DS-style 64x64 Pokémon Sprite Resource
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Joined Dec 2008
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