BugMania

The Bug Master

Male
Seen November 4th, 2016
Posted July 30th, 2014
32 posts
6.2 Years
Awesome! Thanks Tlachtli. I'm using 02023D60 in this case, as theres nothing specific that it does.

Also I've edited my original post, since I've added Shell Smash to Dragon Dance's BS. As mamamama rightly said +Atk and +Speed is closer to Shell Smash's effect than +Spatk could have been. Anyway here are the new moves! All for Fire Red.

Flower Shield

Spoiler:
Replace effect 11 with this battle script.
Flower Shield doesn't yet have an index in my rombase so just give it one.
Credits to Tlachtli for his original Emerald battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @Effect11
setbyte 0x2023FDE 0x12
jumpifhalfword B_= 0x2023D4A 0x??? @FlowerShield
goto 0x1D6B9E

#org @FlowerShield
setbyte 0x02023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @SelfGrass
goto @Call

#org @SelfGrass
jumpifsecondarystatus 0x1 0x1000000 @NextTarget
jumpifstat 0x1 B_>= 0x2 0xC @NextTarget
jumpifbyte B_= 0x02023D60 0x1 @SelfNoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @SelfNoAnimation

#org @SelfNoAnimation
cmd47
playstatchangeanimation 0x1 0x4 0x0
statbuffchange 0x80 true @NextTarget
jumpifbyte B_>= 0x2023E87  0x2 @NextTarget
printfromtable 0x83FE57C
waitmessage 0x40

#org @NextTarget
cmd25

#org @Call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @NextTarget
call @TargetBuff
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @NextTarget
jumpifbyte B_= 0x02023D60 0x0 @NoBuffs
end

#org @TargetBuff
jumpiftype 0x0 0xC @Grass
goto @Return

#org @Grass
jumpifsecondarystatus 0x0 0x1000000 @Return
jumpifstat 0x0 B_>= 0x2 0xC @Return
jumpifbyte B_= 0x02023D60 0x1 @NoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @NoAnimation

#org @NoAnimation
cmd47
playstatchangeanimation 0x0 0x4 0x0
statbuffchange 0x0 false @Return
jumpifbyte B_>= 0x2023E87 0x2 @Return
printfromtable 0x83FE57C
waitmessage 0x40

#org @Return
return

#org @NoBuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end


Work Up and Growth and Rototiller

Spoiler:
Replace effect 13 with this battle script.
Growth is updated to its Gen V effect.
Work Up has an index of 19E in my rombase, and Rototiller is 0x1DF so just make note of that.
Rototiller works in the same way that Flower Shield does, so thanks to Tlachtli for the original notes on how to do this.
#include abilities.bsh
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x4A @growth
jumpifhalfword 0x0 0x2023D4A 0x19E @workup
jumpifhalfword 0x0 0x2023D4A 0x1DF @rototiller
goto 0x1D6B8D

#org @growth
jumpifabilitypresent ABILITY_CLOUDNINE @workup
jumpifabilitypresent ABILITY_AIRLOCK @workup
jumpifhalfword B_& 0x2023F1C 0x60 @sunlight

#org @sunlight
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack2
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack2
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x21
statbuffchange 0x1 true @spatk2
jumpifbyte 0x0 0x2023E87 0x2 @spatk2
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk2
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @workup
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @spatk
jumpifbyte 0x0 0x2023E87 0x2 @spatk
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @rototiller
setbyte 0x2023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @selfgrass
goto @call

#org @selfgrass
jumpifsecondarystatus 0x1 0x1000000 @next
jumpifstat 0x1 B_>= 0x1 0xC @next
jumpifstat 0x1 B_>= 0x4 0xC @next
jumpifbyte B_= 0x2023D60 0x1 @selfnoanimation
attackanimation
waitanimation
setbyte 0x2023D60 0x1

#org @selfnoanimation
cmd47
playstatchangeanimation 0x1 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x80 true @selfnoanimation2
jumpifbyte B_>= 0x2023E87 0x2 @selfnoanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @selfnoanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x80 true @next
jumpifbyte B_>= 0x2023E87 0x2 @next
printfromtable 0x83FE57C
waitmessage 0x40

#org @next
cmd25

#org @call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @next
call @target
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @next
jumpifbyte B_= 0x2023D60 0x0 @nobuffs
end

#org @target
jumpiftype 0x0 0xC @grass
goto @return

#org @grass
jumpifsecondarystatus 0x0 0x1000000 @return
jumpifstat 0x0 B_>= 0x1 0xC @return
jumpifstat 0x0 B_>= 0x4 0xC @return
jumpifbyte B_= 0x02023D60 0x1 @noanimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1

#org @noanimation
cmd47
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x0 false @noanimation2
jumpifbyte B_>= 0x2023E87 0x2 @noanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @noanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x0 false @return
jumpifbyte B_>= 0x2023E87 0x2 @return
printfromtable 0x83FE57C
waitmessage 0x40

#org @return
return

#org @nobuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end


Cotton Guard

Spoiler:
Replace effect 51 with this battle script.
You'll need Jambo's battle message hack and set word command.
0x1B7 is the index for Cotton Guard so just change that.
It successfully raises Defense by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x1B7 @cottonguard
goto 0x1D7103

#org @cottonguard
jumpifstat BANK_USER B_>= 0x2 0xA 0x1D7103
jumpifstat BANK_USER B_>= 0x2 0xB 0x1D6B82
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x22
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x12
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8CCCCCC
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694E
At CCCCCC place this hex:
FD 0F B4 E7 00 BE D9 DA D9 E2 E7 D9 FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB


Tail Glow

Spoiler:
Replace effect 53 with this battle script.
You'll need Jambo's battle message hack and set word command.
It updates Tail Glow to its Gen V+ usage.
It successfully raises Defense by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x126 @tailglow
goto 0x1D7119

#org @tailglow
jumpifstat BANK_USER B_>= 0x4 0xA 0x1D7119
jumpifstat BANK_USER B_>= 0x4 0xB 0x1D6B8D
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694E
At DDDDDD place this hex:
FD 0F B4 E7 00 CD E4 AD 00 BB E8 DF FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB


Charge

Spoiler:
Replace effect 174 with this battle script.
It's Charge but now with a permanent Sp. Def boost that's added after the charge effect to match the message style of Gen V.
#dynamic 0x800000
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage DELAY_1SECOND

#org @spdefboost
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte B_!= 0x2023E87 0x2 0x81D6BCC
goto 0x81D6BBC
Thank you very much! I still do not have time to test, but if you really found the hex for new messages, I'm relieved! My routine had problems when there were battles with link...

Glad that you are now working with asm and hex!{:3}

When I have time, I'll show you how I make an effect run in a end of turn, without using pauses! Also, things like the "toxic spikes!"
Even the smallest of beings can achieve the greatest of obstacles!
Click in the spoiler, if you dare!
Spoiler:


L
et's dream bigger than our bodies can endure!
G
et to the extreme!

See my works here