Male
Seen January 10th, 2019
Posted May 4th, 2017
216 posts
6.3 Years
Here is Frost breath effect for Emerald :

1E 00 04 00 8A 2D 08 1E 00 4B 00 8A 2D 08 01 5E 8A 2D 08 00 00 00 02 03 2E 11 42 02 02 02 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 28 47 8A 2D 08

Thank's to pawell6, I've just changed some pointers

Hello, I ported some effects you made for Fire Red to Emerald.

Blizzard Updated :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @blizzard
setbyte 0x2024335 0x4
jumpifhalfword 0x0 weather 0x80 @notmiss
goto 0x82D8A00

#org @notmiss
attackcanceler
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end


Charge Updated :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage 0x40
jumpifstat 0x1 0x0 0x5 0xC 0x82D8A4E
setbyte 0x202448E 0x15
statbuffchange 0x1 true 0x82D8A4E
jumpifbyte 0x0 0x2024337 0x2 0x82D8A4E
playstatchangeanimation 0x1 0x30 0x0
printfromtable 0x85CC89
waitmessage 0x40
goto 0x82D8A4E


Freeze Shock Ice Burn and Sky Attack :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @moveselect
jumpifhalfword 0x0 0x20241EA 0xXX @freejshock //replace XX with ID of freeze shock
jumpifhalfword 0x0 0x20241EA 0xYY @iceburn //replace YY with ID of ice burn
goto @skyattack


#org @skyattack
jumpifsecondarystatus 0x1 0x1000 0x82D9040
jumpifword 0x4 0x2024280 0x200 0x82D9040
setbyte 0x2024483 0x3
call @firstturnsk
goto 0x82D8A4E

#org @firstturnsk
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8CCCCCC
printstring 0x184
waitmessage 0x40
return


#org @freejshock
jumpifsecondarystatus 0x1 0x1000 @executefs
jumpifword 0x4 0x2024280 0x200 @executefs
setbyte 0x2024483 0x3
call @firstturnfs
goto 0x82D8A4E

#org @executefs
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
jumpiftype 0x0 0xD 0x82D8A4B
setbyte 0x2024335 0x5
goto 0x82D8A27

#org @firstturnfs
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8BBBBBB
printstring 0x184
waitmessage 0x40
return


#org @iceburn
jumpifsecondarystatus 0x1 0x1000 @executeib
jumpifword 0x4 0x2024280 0x200 @executeib
setbyte 0x2024483 0x3
call @firstturnib
goto 0x82D8A4E

#org @executeib
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
jumpiftype 0x0 0xA 0x82D8A4B
setbyte 0x2024335 0x3
goto 0x82D8A27

#org @firstturnib
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8AAAAAA
printstring 0x184
waitmessage 0x40
return

//Ice Burn AAAAAA -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 D5 DD E6 AB
//Freeze Shock BBBBBB -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 E0 DD DB DC E8 AB
//Sky Attack CCCCCC -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DC D5 E6 E7 DC 00 E0 DD DB DC E8 AB
If you have a problem with this one, compile each sub-script with one FF octet between them.


Geomancy :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @geomancy
jumpifsecondarystatus 0x1 0x1000 @execute
jumpifword 0x4 0x2024280 0x200 @execute
setbyte 0x2024483 0x3
call @firstturn
goto 0x82D8A4E

#org @execute
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
goto @boost

#org @boost
attackstring
ppreduce
jumpifstat 0x1 0x3 0x4 0xC @spattack
jumpifstat 0x1 0x3 0x5 0xC @spattack
jumpifstat 0x1 0x0 0x3 0xC 0x82DA71D
goto @spattack

#org @spattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x30 0x0
setbyte 0x202448E 0x24
statbuffchange 0x1 true @spdef
jumpifbyte 0x0 0x2024337 0x2 @spdef
printfromtable 0x85CC89C
waitmessage 0x40
goto @spdef

#org @spdef
setbyte 0x202448E 0x25
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2024337 0x2 @speed
printfromtable 0x85CC89C
waitmessage 0x40
goto @speed

#org @speed
setbyte 0x202448E 0x23
statbuffchange 0x1 true 0x82D8A4E
jumpifbyte 0x0 0x2024337 0x2 0x82D8A4E
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @firstturn
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
printstring 0xA5
waitmessage 0x40
return


Hex :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x10 @doubledamage
jumpifstatus 0x0 0x8 @doubledamage
jumpifstatus 0x0 0x80 @doubledamage
jumpifstatus 0x0 0x40 @doubledamage
jumpifstatus 0x0 0x7 @doubledamage
goto 0x82D8A00

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Venoshock :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x8 @doubledamage
goto 0x82D8A00

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Knock Off Updated :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @start
jumpifbyte 0x0 0x0202420C 0x0 @slot1
jumpifbyte 0x0 0x0202420C 0x1 @slot2
jumpifbyte 0x0 0x0202420C 0x2 @slot3
jumpifbyte 0x0 0x0202420C 0x3 @slot4
goto @doubledamage

#org @slot1
jumpifhalfword 0x1 0x020240C2 0x0 @tripledamage
goto @doubledamage

#org @slot2
jumpifhalfword 0x1 0x0202411A 0x0 @tripledamage
goto @doubledamage

#org @slot3
jumpifhalfword 0x1 0x02024172 0x0 @tripledamage
goto @doubledamage

#org @slot4
jumpifhalfword 0x1 0x020241CA 0x0 @tripledamage
goto @doubledamage

#org @tripledamage
setbyte damagemultiplier 0x3
goto 0x82DA390

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Toxic Updated :
Spoiler:

#dynamic 0xF00000
#freespacebyte 0xFF

#org @Start
jumpiftype 0x1 0x3 @PerfectAcc
goto 0x82D8EF1

#org @PerfectAcc
attackcanceler
attackstring
ppreduce
accuracycheck 0x82D9F1C 0xFFFF 
jumpifability 0x0 0x11 0x82D8F63
jumpifsecondarystatus 0x0 0x1000000 0x82D9F1C
jumpifstatus 0x0 0x8 0x82D8F52
jumpifstatus 0x0 0x80 0x82D8F52
jumpifstatus 0x0 0xFF 0x82D9F1C
jumpiftype 0x0 0x3 0x82D9F2E
jumpiftype 0x0 0x8 0x82D9F2E
jumpifhalverset 0x0 0x20 0x82DAD01
attackanimation
waitanimation
setbyte 0x2024335 0x6
seteffecttarget
resultmessage
waitmessage 0x40
goto 0x82D8A4E


I also made one effect by myself. (For Emerald too).

U-Turn :
Spoiler:

#dynamic 0xF00000

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
jumpifword 0x4 0x2022FEC 0x40000 0x82D9F1C
jumpifcannotswitch 0x81 0x82D9F1C
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x0
openpartyscreen 0x1 0x82D9F1C
cmde2 0x1
waitstate
cmd51 0x1 0x2
cmd58 0x1
switch1 0x1
switch2 0x1
cmd73 0x1
printstring 0x3
switch3 0x1 0x1
waitstate
cmd52 0x1
goto 0x82D8A4E


PS : I wanted to created an effect like Judgment, but I don't know if there is a function to set the attack's type. And I don't remember the function to check the held object. Also, is it possible to change the ratio of drained HP in the drain effect, in order to make Oblivion Wing ? Thanks.
Didn't test the other, but U-turn doesn't take in count Shadowtag ability. A jumpifability 0x0 0x17 should be enough I guess
And it fail if you have only one pokemon

EDIT : Nope, I still can switch in double battle. And the move completely fail in one vs one. It's a progress I guess..