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Adding New Moves and Creating New Move Effects

944
Posts
11
Years
Hi guys, so, I can't figure out how to make a sound-based move. (like Growl, Sing, ...)
Do I have to find and modify the abilities Soundproof/Cacophony?? :x :x
Because I studied the moves data table thouroughtly and there is no sound-based parameter ... I guess
By the way, talking about the moves data table I figured them all except of the 3 bytes who are quiet strange, can anyone please enlighten this:
From what I understood, every move's datas are stored in 12 bytes in this form:
[Effect ID] [Power] [Type] [Accuracy] [PP] [effect's %Chance] [Target] [Priority] [Affected by King's Rock, BrightPowder, Magic Coat, Snatch, Protect/Detect, contact] [00] [00] [00]
So, the last 3 bytes are always set to 0, EXCEPT for TWO moves: Hidden Power and DragonBreath.
Hidden Power's datas: 87 46 00 64 0A 00 00 00 32 00 01 00
DragonBreath's datas: 06 3C 10 64 14 1E 00 00 32 00 01 00
Does anyone know what it means?

Also, does anyone have an idea on how to extend Metronome's range to the new moves??? PLEEEEEAASE.
Or how to make a 1/2 recoil effect? (like Head Smash)

Finally, here are the moves I have made: (I only made them by coping other moves, BPS won't work for me. I have no idea if I can use it correctly anyway.)
V-Create (Nothing amazing, just added -Speed to pawel16's Close Combat and changed -Def/-spDef into -Atk/-Def)
Spoiler:


Fire/Ice/Thunder Fang (Copied from Jambo51's Flare Blitz)
Spoiler:


Dragon Tail/Circle Throw (Uhm, a basic damage-dealing move that ... lol... points to Roar's effect in the end but skips the part where it checks accuracy and specialflags. THE ANIMATION OF THE MOVE WILL BE SHOWN TWICE!! I couldn't figure out how to fix this. XX YY ZZ 08 is a pointer to Roar's effect; in my rom it is stored at B0 6C 1D 08, normally. To skip the part where it checks accuracy you must skip 5 bytes, so, in my case, I ended the effect with this pointer B5 6C 1D 08.)
Spoiler:


Hone Claws (Copied from Bulk Up, Dragon Dance & Calm Mind, ...)
Spoiler:


Shift Gear (Same way I did with Hone Claws, copied from Dragon Dance, Bulk Up ...)
Spoiler:


Coil (Copied from Curse. XX YY ZZ 08 is a pointer to (@XYZ), same with UU VV WW 08 which points to (@UVW), ... etc. It works like Curse, so it doesn't show the grey animation like in Bulk Up, Calm Mind... and if all 3 stats are maxed it simply say "but it failed" instead of giving 3 succesive messages. If you wan't the gray animation then do it by copying Bulk Up I guess.)
Spoiler:


Quiver Dance (Exact same way I did with Coil, copied from Curse.)
Spoiler:


Shell Smash (Same way I did with Coil and Quiver Dance, copied Curse and repeated the part that changes the stats twice before ENDing the effect. Of course, no grey/red/green animation... But the rest works perfectly!)
Spoiler:


Tail Glow (Copied from Bulk Up, it increases Sp. Atk 1 stage then 2 stages, lol. I don't know how to make it increase Sp. Atk once and drastically...)
Spoiler:


Cotton Guard
(Same way I made Tail Glow...)
Spoiler:


Miscellaneous (Copied from Overheat's effect.)
Spoiler:


Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...
 
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MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...

There's a list on the original post under Step Six in Creating New Move effects:

That byte (FB) is soley responsible for the special attack drop. Now, how do we turn it into a speed drop?

Here is a list of what you can do by changing this byte. These are the ones that work 100% of the time. Meaning, these effects will ALWAYS happen. There are more (I didn't test from 00-C0) but I'm sure they are the same effects, just with less of a chance of happening. I know 01 has a 10% chance of putting an opponent to sleep, 03 has a 10% chance of burning an opponent, etc...

Spoiler:
 
944
Posts
11
Years
Hello guys, so I found that using the burn effect, even by replacing one of the existing effects that cause burn (Will-O-Wisp, Blaze Kick & the one that most Fire moves have) the burn doesn't work correctly.
Ok, how does it not work correctly?
It burns Fire-type Pokémon except if they have Flash Fire ability... normally, Fire Pokémon shouldn't get burned at all.
So, moves with more than 1 secondary effect like Flare Blitz, Fire Fang, ... can burn Fire Pokémon...
I tested Ice Fangs on Ice Pokémon, they don't get Frozen even when I put the chance at 100%. So I thinK the checking for Fire Pokémon works differently than for Ice Pokémon... I think, tough, this can be fixed if we make these moves check target's type before and skip the burn chance in case of a Fire-typed target...
 
4
Posts
13
Years
  • Seen Nov 26, 2016
Can somebody tell me how to make a "hit+effect" move, like Flare Blitz with never miss accuracy, like Clear Smog? The Clear Smog code, what is posted before works, but it doesn't have never miss accuracy, so my question is, how to add never miss accuracy code to create a move effect like Clear Smog.
 
944
Posts
11
Years
@tomi, removing the 01 at the beginning of the effect should do the trick, I guess.

As of my previous problem with Fire-typed Pokémon getting burned when hit by custom effects like Fire Fang and Flare Blitz I found a fix for it:
22 00 0A XX XX XX 08
This piece of code checks if the target has FIRE type, in which case it will jump to the point XX XX XX 08. Now, I am still trying to figure out how to extend the effect of Metronome to include the new moves. Does anyone have some clues about that?
 
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~Anbuja

Let's Keep It Simple
321
Posts
13
Years
I have a question at the move effect table:
After I repoint that table and all, and adding new move effect pointers at the end, and putting the end of that table.
Do I still need free space after the end for when I add another effect pointer in that table?

If yes then I gotta re-repoint that table D:
But its not of a issue.
 
4
Posts
13
Years
  • Seen Nov 26, 2016
Okay, the Clear Smog code is working now, I had to just modify the first 00 to 01. ^^ So the code is:

01 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 0F 12 40 00 0A 8A 10 F9 00 12 40 00 15 28 47 69 1D 08
 
944
Posts
11
Years
@Anbuja, there are 213 effects originally, you can add new ones up to 256, so, after re-pointing the table, just put after it as much 00s as move effects you may need * 4. Or just go for the maximum and replace 186 FFs with 00s, 186 bytes is not too much. ^^
 
44
Posts
12
Years
I got a question, i cant edit trainer's pokemon in A-trainer, i guess a-trainer doesn't use the edited .ini ......

Is there any resolution?
 
944
Posts
11
Years
These codes are for Fire Red BPRE
Hex effect
1C 00 FF 00 00 00 51 80 1D 08 28 00 69 1D 08
Venoshock effect
1C 00 88 00 00 00 51 80 1D 08 28 00 69 1D 08
Venoshock effect with a poison hax
1C 00 88 00 00 00 51 80 1D 08 2E 85 3E 02 02 02 28 00 69 1D 08
Dragon Tail/Circle Throw effect
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 8F F2 7D 1D 08

The Dragon Tail effect works perfectly regarding type-immunities, accuracy, ...etc, but, it will repeat most animations twice, if you want to fix that, you need to make a custom animation similar to Solarbeam's animation.
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
These codes are for Fire Red BPRE
Hex effect
1C 00 FF 00 00 00 51 80 1D 08 28 00 69 1D 08
Venoshock effect
1C 00 88 00 00 00 51 80 1D 08 28 00 69 1D 08
Venoshock effect with a poison hax
1C 00 88 00 00 00 51 80 1D 08 2E 85 3E 02 02 02 28 00 69 1D 08
Dragon Tail/Circle Throw effect
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 8F F2 7D 1D 08

The Dragon Tail effect works perfectly regarding type-immunities, accuracy, ...etc, but, it will repeat most animations twice, if you want to fix that, you need to make a custom animation similar to Solarbeam's animation.

What do you mean by Poison Hax?

Also great work with Dragon Tail, I couldn't manage to turn off the second animation either.

You should submit all of these to the 4th Gen Move Resource made by Shadowraze/Tajaros
 
Last edited:
944
Posts
11
Years
I meant by poison hax a chance to poison the target, just for those (like me, lol) who want Venoshock to have a chance of 10% to inflict poison.
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
I meant by poison hax a chance to poison the target, just for those (like me, lol) who want Venoshock to have a chance of 10% to inflict poison.

Ah fair enough! Did you have any luck with the sound based moves?
Chances are it'll be in the routine that loads the ability itself. There's probably a
battle script that checks if Soundproof is present and blocks certain moves.
 
944
Posts
11
Years
Yes, apparently, sound-based moves are checked elsewhere. But, you can check for Soundproof ability anytime with this:
1E 00 2D XX XX XX 08
To check for Cacophony use this:
1E 00 4C XX XX XX 08
And to check for both use them both. XX XX XX 08 is a pointer to the move's effect if the target is sound-proof.

Exemple:
The effect of Sleep Powder, Spore, Sing and Grass Whistle
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
Lets make Sleep Powder and Spore useless against Soundproof and Cacophony:
00 02 03 1E 00 2D XX XX XX 08 1E 00 4C XX XX XX 08 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
@0x08XXXXXX:
10 D2 00 12 40 00 28 4E 69 1D 08 (This will mimic the message of soundproof blocking a move)
 
Last edited:

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
Yes, apparently, sound-based moves are checked elsewhere. But, you can check for Soundproof ability anytime with this:
1E 00 43 XX XX XX 08
To check for Cacophony use this:
1E 00 76 XX XX XX 08
And to check for both use them both. XX XX XX 08 is a pointer to the move's effect if the target is sound-proof.

Exemple:
The effect of Sleep Powder, Spore, Sing and Grass Whistle
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
Lets make Sleep Powder and Spore useless against Soundproof and Cacophony:
00 02 03 1E 00 43 XX XX XX 08 1E 00 76 XX XX XX 08 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
@0x08XXXXXX:
10 D2 00 12 40 00 28 4E 69 1D 08 (This will mimic the message of soundproof blocking a move)

The problem with doing that though, is it will affect all moves that use that effect. So to make a specific move resistant to sound, you'd have to give it a unique effect. Which is annoying because we only have so many extra spots for move effects.
 
944
Posts
11
Years
Sadly, that's the only way I can think of, I have no idea how to deal with abilities directly.

EDIT:
Hell yeah! I searched the IDs of sound-based moves with a hex editor, I found them in a nicely ordered table located at 0x08250104.
This is the table:
2D 00 2E 00 2F 00 30 00 67 00 AD 00 FD 00 3F 01 40 01 30 01 FF FF 00 00
(FF FF 00 00 is probably the part that tells it's the end of the table?? I'm not sure about that, but I kept it just for safety.)
I repointed that table and extended it (by adding Bubble and SmokeScreen as sound-based moves in it) and it worked!!!
By the way, Heal Bell and Perish Song are not present in this table, their respective effects checks for Soundprood. I think it is because these 2 moves target the user, which makes sense.
 
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