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-   -   Other Please help me fix these move effects (https://www.pokecommunity.com/showthread.php?t=355368)

C me September 9th, 2015 1:11 PM

Please help me fix these move effects
 
So I've been making a few move effects, these are the ones that don't work as intended:

This next move is supposed to do normal damage unless used 3 times in a row then it paralyzes on the 3rd hit. Problem is no paralysis.
Spoiler:
#org 0x3C0970
jumpifbyte 0x0 0x2024212 0x3 0x83C09D0
attackcanceler
accuracycheck 0x82D8A5E 0x0
addbyte 0x2024212 0x1
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffecttarget
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

#org 0x3C09D0
setbyte 0x2024212 0x0
goto 0x82D8B6E

#org 0x2D8B6E
setbyte 0x2024335 0x5
goto 0x82D8A00

#org 0x2D8A00
jumpifhalfword 0x1 0x20241EA 0x39 0x82D8A26
jumpifspecialstatusflag 0x0 0x40000 0x1 0x82D8A26
orword 0x2024280 0x40000
setbyte 0x2024482 0x2

#org 0x2D8A26
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffecttarget
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

#org 0x2D8A5E
attackstring
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x82D8A4E

#org 0x2D8A4E
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end



That's the main one, but I'd also like to know how to solve the following small changes:

Removing the 'can't be forced out' effect from ingrain.

Making Yawn freeze instead of put to sleep.

Remove the 'being trapped' from the wrap/firespin/clamp effect.

Is there a way to checkweather? I'd like to use that too.


Then there are some new effects like

A move which does more damage the longer the battle lasts. Is there a number in RAM where the number of turns passed is stored then you could damagemultiplier that number or something?

A move which has the effect of revive, I've tried callasming the revive battle script but the screen just flashes black forever.


Any help would be greatly appreciated,

Thank You

C me November 4th, 2015 12:23 AM

I really need these fixed. Bump.

Anyone?

I still haven't fixed this...

Zoroyoyo41 November 4th, 2015 11:50 AM

Hey, this might seem really stupid of me, but have you tried using the A-Tack application? lets you change the effects, power, accuracy e.c.t. of an attack. You probably know this already though :P Just a thought...

Squeetz November 4th, 2015 12:55 PM

Quote:

Originally Posted by Zoroyoyo41 (Post 8985683)
Hey, this might seem really stupid of me, but have you tried using the A-Tack application? lets you change the effects, power, accuracy e.c.t. of an attack. You probably know this already though :P Just a thought...

He's essentially creating a new move effect which isn't in the ROM, so he's using Battle script pro to make said effects.. with this problem.
Sorry C Me, I can't help you with this either as I have little experience with battle scripts, only made 1 custom move.

C me November 26th, 2015 11:23 AM

Last bump, would really appreciate any help.

sdw7sm November 30th, 2015 6:15 PM

Quote:

Originally Posted by C me (Post 8921701)
Is there a way to checkweather? I'd like to use that too.

There is a command in BSP called seteffectbyweather. It is command E9. I'm not sure if that is what you are looking for though...

Also, Solarbeam and Thunder check weather to determine charge time/power and accuracy, respectively. The exact address will likely vary depending on the game you are modifying, but if you check those moves, your will probably find your answer.

PokemonBen November 30th, 2015 7:56 PM

Quote:

Originally Posted by C me (Post 9010927)
Last bump, would really appreciate any help.

I have knowledge on this but my first thought was the move Outrage, which confuses the user on it's third hit. Maybe you could take a look at that and try and bend it to your will.

C me December 1st, 2015 4:46 AM

Quote:

Originally Posted by sdw7sm (Post 9016622)
There is a command in BSP called seteffectbyweather. It is command E9. I'm not sure if that is what you are looking for though...

Also, Solarbeam and Thunder check weather to determine charge time/power and accuracy, respectively. The exact address will likely vary depending on the game you are modifying, but if you check those moves, your will probably find your answer.

I have checked Thunder where the unique part is this:

Spoiler:
#org 0x2D9D66
setbyte 0x2024335 0x5
orword 0x2024280 0x10000
goto 0x82D8A00 'goes to normal damage script


It has a lot of unique effects and really it's a check for hail I'm wanting.

The seteffectbyweather is used for castforms weatherball and it has no parameters so you can't know what it does unless you look at the routine for it.

Quote:

Originally Posted by PokemonBen (Post 9016732)
I have knowledge on this but my first thought was the move Outrage, which confuses the user on it's third hit. Maybe you could take a look at that and try and bend it to your will.

Outrage is a good shout but this time the script doesn't have anything obvious that does the effect:

Spoiler:
#org 0x2D8D9A
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
jumpifsecondarystatus 0x1 0x1000 0x82D8DAE
ppreduce

#org 0x2D8DAE
goto 0x82D8A30 ' normal damage script


I might just be using the setbyte command wrong, basically I need an area of memory where I can add a byte after a move and then it resets to 0 after battle. I'm not using a lot of unique move effects so I have a lot of free memory I could use (stockpile is the one I've been thinking of).

For the weather one, we know that the weather is stored in 0x20243CC so I think I could use jumpifbyte but I don't know what byte hail is.

PokemonBen December 1st, 2015 8:17 AM

Sorry I meant to say I have no knowledge on this.


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