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  #26    
Old December 20th, 2012 (6:16 AM).
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Jambo51 Jambo51 is offline
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    Quote:
    Originally Posted by dreamengine View Post
    I'm trying to make the effects for Thunder fang, ice fang, and fire fang, but when I do I feel like the effect rates are really low. The flinch works fine almost too much because it seems like it's every other move, but the paralyze, freeze, and burn almost never happen. I'm not quite sure what to do because there's no effect that make paralyze freeze and burn happen 100% of the time. Here is my code for thunder fang.

    Thunder Fang
    Spoiler:
    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 2E 85 3E 02 02 08 15 2E 85 3E 02 02 05 15 28 47 69 1D 08
    Firstly, the fang moves don't have 100% chance to burn/freeze/paralyze, they have the same chance as the flinch.

    Secondly, to make an effect have 100% chance of hitting the target, you need to change the 0x15 that's tagged onto the end of the effect to a 0x16 instead.

    This makes it ignore the chance, and give the status, as long as the status can be given.

    Hope this helps!
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      #27    
    Old December 25th, 2012 (12:43 AM).
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    dreamengine dreamengine is offline
       
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      Quote:
      Originally Posted by Jambo51 View Post
      Firstly, the fang moves don't have 100% chance to burn/freeze/paralyze, they have the same chance as the flinch.

      Secondly, to make an effect have 100% chance of hitting the target, you need to change the 0x15 that's tagged onto the end of the effect to a 0x16 instead.

      This makes it ignore the chance, and give the status, as long as the status can be given.

      Hope this helps!
      It's been awhile since I made that so I don't even remember what I did. However I know that I was trying to make the effects 100% because I thought I could change that chance with PGE. Don't ask me why lol.

      What was hard was I didn't know the hex value for flinch to be 10 nor did I know the paralysis or freeze value for 10%
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        #28    
      Old December 25th, 2012 (3:06 AM).
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      PokemonMasters PokemonMasters is offline
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        Ok so Does this happen to anyone else?
        When I update the roms .ini and it says the roms .ini has been updated it doesn't show the new moves.
        But when it says unexpected error occured then it exits then I go back on, it shows the moves.
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          #29    
        Old December 25th, 2012 (10:13 PM). Edited December 26th, 2012 by DrFuji.
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        dreamengine dreamengine is offline
           
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          Quote:
          Originally Posted by PokemonMasters View Post
          Ok so Does this happen to anyone else?
          When I update the roms .ini and it says the roms .ini has been updated it doesn't show the new moves.
          But when it says unexpected error occured then it exits then I go back on, it shows the moves.
          Make sure you don't have your rom opened up in a hex editor

          I hate to double post but I felt this is somewhat important. Here's my record of the all the effects between 00-C0. I unfortunately don't know how to figure out the the effect percentage, but if I figure it out I will edit :)

          Spoiler:
          01 - sleep target
          02 - poison target
          03 - paralyze target
          04 - freeze target
          05 - paralyze target
          06 - poison target
          07 - confuse target
          08 - flinch target
          09 - freeze - target
          0a - N/A
          0b - N/A
          0c - N/A
          0d - N/A
          0e - recoil
          0f - raise target’s attack
          10 - raise target’s defense
          11 - raise target’s speed
          12 - raise target’s sp. attack
          13 - raise target’s sp. defense
          14 - raise target’s accuracy
          15 - raise target’s evasion
          16 - lowers target’s attack
          17 - lowers target’s defense
          18 - lowers target’s speed
          19 - lowers target’s sp. attack
          1a - lowers target’s sp. defense
          1b - lowers target’s accuracy
          1c - lowers target’s evasion (makes user miss)
          1d - recharge
          1e - N/A
          1f - N/A
          20 - N/A
          21 - N/A
          22 - raise all of users stats except accuracy and evasion
          23 - N/A
          24 - N/A
          25 - N/A
          26 - recoil
          27 - sharply raise target’s attack
          28 - sharply raise target’s defense
          29 - sharply raise target’s speed
          2a - sharply raise target’s sp. attack
          2b - sharply raise target’s sp. defense
          2c - sharply raise target’s accuracy
          2d - sharply raise target’s evasion
          2e - sharply lower target’s attack
          2f - sharply lower target’s defense
          30 - sharply lower target’s speed
          31 - sharply lower target’s sp. attack
          32 - sharply lower target’s sp. defense
          33 - sharply lower target’s accuracy
          34 - sharply lower target’s evasion
          35 - confuses target
          36 - N/A
          37 - N/A
          38 - N/A
          39 - N/A
          3a - N/A
          3b - lowers user sp. attack
          3c - N/A
          3d - N/A
          3e - N/A
          3f - N/A
          40 - N/A
          41 - puts user to sleep (no animation)
          43 - burns user (no animation)
          44 - freezes user (no animation)
          45 - paralyzes user (no animation)
          46 - N/A
          47 - confuses user (no animation)
          48 - N/A
          49 - burns/freezes/paralyzes target
          4a - uproar’s effect
          4b - pay day’s effect
          4c - N/A
          4d - N/A
          4e - recoil
          4f - raise user’s attack
          50 - raise user’s defense
          51 - raise user’s speed
          52 - raise user’s sp. attack
          53 - raise user’s sp. defense
          54 - raise user’s accuracy
          55 - raise user’s evasion
          56 - lowers user’s attack
          57 - lowers user's defense
          58 - lowers user’s speed
          59 - lowers user’s sp. attack
          5a - lowers user’s sp. defense
          5b - lowers user’s accuracy
          5c - lowers user’s evasion
          5d - recharge
          5e - N/A
          5f - N/A
          60 - N/A
          61 - N/A
          62 - raises all of user’s stats but accuracy and evasion
          63 - N/A
          64 - N/A
          65 - lowers user’s attack and defense
          66 - recoil
          67 - sharply raises user's attack
          68 - sharply raise user's defense
          69 - sharply raise user's speed
          6a - sharply raise user's sp. attack
          6b - sharply raise user's sp. defense
          6c - sharply raise user's accuracy
          6d - sharply raise user's evasion
          6e - sharply lower user's attack
          6f - sharply lower user's defense
          70 - sharply lower user's speed
          71 - sharply lower user's sp. attack
          72 - sharply lower user's sp. defense
          73 - sharply lower user's accuracy
          74 - sharply lower user's evasion
          75 - N/A
          76 - N/A
          77 - N/A
          78 - N/A
          79 - N/A
          7a - N/A
          7b - harshly lowers user’s sp attack (only happens 3 times)
          81 - puts target to sleep
          82 - poisons target
          83 - burns target
          84 - freezes target
          85 - paralyzes target
          86 - poisons target
          87 - confuses target
          88 - target flinches
          89 - burn/paralyze/freeze target
          8a - N/A
          8b - N/A
          8c - N/A
          8d - N/A
          8e - recoil
          8f - raise target’s attack
          90 - raise target’s defense
          91 - raise target’s speed
          92 - raise target’s sp. attack
          93 - raise target’s sp. defense
          94 - raise target’s accuracy
          95 - raise target’s evasion
          96 - lowers target’s attack
          97 - lowers target’s defense
          98 - lowers target’s speed
          99 - lowers target’s sp. attack
          9a - lowers target’s sp. defense
          9b - lowers target’s accuracy
          9c - lowers target’s evasion
          9d - recharge
          9e - N/A
          9f - N/A
          a0 - N/A
          a1 - N/A
          a2 - raises all stats but accuracy and evasion
          a3 - N/A
          a4 - N/A
          a5 - lowers user’s attack and defense
          a6 - recoil
          a7 - raise target’s attack
          a8 - raise target’s defense
          a9 - raise target’s speed
          aa - raise target’s sp. attack
          ab - raise target’s sp. defense
          ac - raise target’s accuracy
          ad - raise target’s evasion
          ae - lowers target’s attack
          af - lowers target’s defense
          b0 - lowers target’s speed
          b1 - lowers target’s sp. attack
          b2 - lowers target’s sp. defense
          b3 - lowers target’s accuracy
          b4 - lowers target’s evasion
          b5 - confuse target
          b6 - N/A
          b7 - N/A
          b8 - N/A
          b9 - N/A
          ba - N/A
          bb - sharply lowers user’s sp. attack
          bc - N/A
          bd - N/A
          be - N/A
          bf - N/A
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            #30    
          Old December 30th, 2012 (10:47 AM).
          Pedroizt Pedroizt is offline
             
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            Well, I managed to create one move called "Iced Shell" based in Gray magic in Fairy Tail, but have a little problem: each effect (Freeze + Selfdestruct) causes a little damage in opponent. If anyone knows how to fix, i would be grateful.

            Spoiler:
            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 2E 85 3E 02 02 84 15 00 02 03 78 79 3A 29 05 CC 3D 02 02 01 91 6A 1D 08 41 E7 6A 1D 08 28 93 6A 1D 08 09 0A 25 04 05 06 07 01 CC 6A 1D 08 00 00 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 19 00 00 00 00 00 00 2E D8 3F 02 02 00 49 02 10 7A 93 6A 1D 08 19 01 00 00 00 00 00 3D 0E 0F 12 40 00 2E D8 3F 02 02 00 49 02 10 7A 93 6A 1D 08 19 01 00 00 00 00 00 3D 36 CC 3D 02 02 01 09 0A 33 CC 3D 02 02 01 3C 15 28 4E 69 1D 08
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              #31    
            Old January 7th, 2013 (3:12 PM).
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            pawell6 pawell6 is offline
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              Is there any easy way to change descriptions of new attacks in PGE? I know I can change description pointers to old ones, but i don't know how to make a new description.
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                #32    
              Old January 16th, 2013 (6:05 PM).
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              Garuga17 Garuga17 is offline
                 
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                Is it possible to create a move with 3 stats-upper? Like quiver-dance, or coil?
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                  #33    
                Old January 26th, 2013 (3:08 PM).
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                pawell6 pawell6 is offline
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                  I don't know if this is something new, but I figured out code for quiver dance:
                  Spoiler:
                  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 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 15 2E 85 3E 02 02 53 15 2E 85 3E 02 02 51 15 28 47 69 1D 08
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                    #34    
                  Old January 26th, 2013 (10:43 PM). Edited January 27th, 2013 by Garuga17.
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                  Garuga17 Garuga17 is offline
                     
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                    Quote:
                    Originally Posted by pawell6 View Post
                    I don't know if this is something new, but I figured out code for quiver dance:
                    Spoiler:
                    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 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 15 2E 85 3E 02 02 53 15 2E 85 3E 02 02 51 15 28 47 69 1D 08

                    Wow! dude is this really works? just exactly what i need! thx a lot :D

                    EDIT: Oh wait, it didnt work, it do nothing(the game is not freeze btw)
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                      #35    
                    Old January 27th, 2013 (9:20 AM). Edited January 27th, 2013 by pawell6.
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                    pawell6 pawell6 is offline
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                      Quote:
                      Originally Posted by Garuga17 View Post
                      Wow! dude is this really works? just exactly what i need! thx a lot :D

                      EDIT: Oh wait, it didnt work, it do nothing(the game is not freeze btw)
                      Strange, I checked it once more and it seems to be working for me. Just make sure you put the effect in expanded table of effects.

                      If you removed last poniter (5F 86 1D 08) in the step 3, you can try this: in PGE set move effect to lower number (e.g. if you set it to 214, make it 213). Hope it'll help.
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                        #36    
                      Old January 27th, 2013 (9:30 PM).
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                      Garuga17 Garuga17 is offline
                         
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                        Quote:
                        Originally Posted by pawell6 View Post
                        Strange, I checked it once more and it seems to be working for me. Just make sure you put the effect in expanded table of effects.

                        If you removed last poniter (5F 86 1D 08) in the step 3, you can try this: in PGE set move effect to lower number (e.g. if you set it to 214, make it 213). Hope it'll help.
                        Ah yes! It works!! Thx a lot for making this code dude, i spent hours to make it (i know, i'm suck lol) :D

                        Hope itman will post this at the first page, cause this code is works.
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                          #37    
                        Old January 28th, 2013 (8:56 PM).
                        itman itman is offline
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                          Quote:
                          Originally Posted by Garuga17 View Post
                          Ah yes! It works!! Thx a lot for making this code dude, i spent hours to make it (i know, i'm suck lol) :D

                          Hope itman will post this at the first page, cause this code is works.
                          Put it on first page.
                          I'm so glad everyone is helping expand on this. I finally have time again to hack, so hopefully I'll be able to find some more.
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                            #38    
                          Old January 29th, 2013 (9:19 AM).
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                          pawell6 pawell6 is offline
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                            Here's a code for close combat:
                            Spoiler:
                            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 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 DA 15 28 47 69 1D 08


                            BTW the code for quiver dance was made by me. Could you fix it on the first page?
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                              #39    
                            Old January 30th, 2013 (2:53 AM).
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                            Garuga17 Garuga17 is offline
                               
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                              Quote:
                              Originally Posted by itman View Post
                              Put it on first page.
                              I'm so glad everyone is helping expand on this. I finally have time again to hack, so hopefully I'll be able to find some more.

                              Thx for putting it on the first page, btw the quiver dance code is made by pawell6, not me :3

                              Btw, in case everyone need it, here is the code for coil:

                              Spoiler:
                              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 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 CF 15 2E 85 3E 02 02 D0 15 2E 85 3E 02 02 D4 15 28 47 69 1D 08


                              All i do was just editting pawell6 Q. dance code, all thx to him :D

                              NB: In order for the both Q.dance and Coil effect to works, make sure in PGE attack editor, you set the accuracy to '100', base power to '0', target to 'user', and just for safety reason, effct accuracy to '100'
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                                #40    
                              Old January 30th, 2013 (10:04 AM). Edited January 30th, 2013 by pawell6.
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                              pawell6 pawell6 is offline
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                                Quote:
                                Originally Posted by Garuga17 View Post

                                NB: In order for the both Q.dance and Coil effect to works, make sure in PGE attack editor, you set the accuracy to '100', base power to '0', target to 'user', and just for safety reason, effct accuracy to '100'
                                You're completely right. After some research I found out that you can modify this code to ignore the chance of effect in PGE. The modified code is:

                                Spoiler:
                                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 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 16 2E 85 3E 02 02 53 16 2E 85 3E 02 02 51 16 28 47 69 1D 08


                                The bolded bytes were previously 15. 16 ignores chance of effects and it will always raise sp. atk, sp. def and speed even if chance is set to 0 in PGE. Thx for pointing this out. Certainly the first code will work correctly if chance is set to 100.

                                Edit: Jambo51 have already found out about effect of 16 (see post #26) so basically it's his idea.
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                                  #41    
                                Old January 31st, 2013 (3:21 AM).
                                Tomi01 Tomi01 is offline
                                   
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                                  I edited the bold numbers, but the move missed with 0 (never miss) accuracy if I used Quiver Dance, so it worked like before. I tried to do this with Coil, but the game frozen. Both moves work fine with their "original" codes. Any idea?
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                                    #42    
                                  Old January 31st, 2013 (2:47 PM).
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                                  pawell6 pawell6 is offline
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                                    Quote:
                                    Originally Posted by Tomi01 View Post
                                    I edited the bold numbers, but the move missed with 0 (never miss) accuracy if I used Quiver Dance, so it worked like before. I tried to do this with Coil, but the game frozen. Both moves work fine with their "original" codes. Any idea?
                                    QDance works fine in the form I posted it. I checked coil posted by Garuga17. Indeed the game froze. So then I change 3 bytes for effects and it worked fine (accuracy and effect accuracy set to 0 in PGE for both moves):
                                    Spoiler:
                                    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 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 4F 16 2E 85 3E 02 02 50 16 2E 85 3E 02 02 54 16 28 47 69 1D 08


                                    Apparently not all effects from Chaos Rush's list work well with modified version. For safety you can use the first method. Hope it'll help
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                                      #43    
                                    Old January 31st, 2013 (11:16 PM).
                                    itman itman is offline
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                                      Quote:
                                      Originally Posted by pawell6 View Post
                                      Here's a code for close combat:
                                      Spoiler:
                                      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 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 DA 15 28 47 69 1D 08


                                      BTW the code for quiver dance was made by me. Could you fix it on the first page?
                                      I AM SO SORRY! I fixed it. And added your Close Combat, and Garuga's Coil (I've been using Coil Arbok lately in NU...makes my day seeing that made haha). I'm glad this is being worked on! I tested those three codes by the way and they work perfectly; you guys did a great job.
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                                        #44    
                                      Old January 31st, 2013 (11:32 PM).
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                                      dreamengine dreamengine is offline
                                         
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                                        Quote:
                                        Originally Posted by itman View Post
                                        1D 00 00 00 00 01 00 69 1D 08 2E 85 3E 02 02 A3 1C 00 07 00 00 00 77 04 90 08 28 00 69 1D 08 2E D2 3F 02 02 02 28 00 69 1D 08
                                        itman can you check your code for wake up slap again? I'm pretty sure it doesn't work as chaos rush stated oh so long ago. One of the pointers is wrong (the one bolded) and should be 8D 80 1D 08. The 07 is correct and checks for sleep which is good. The A3 unfortunately doesn't wake the target. It simply does nothing, however I'm pretty sure that's the byte that needs to change to wake a the user. What the byte is, I'm unsure.
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                                          #45    
                                        Old February 1st, 2013 (8:48 PM). Edited February 1st, 2013 by tajaros.
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                                        tajaros tajaros is offline
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                                          I don't now why but when I do this the pointers in PGE for animations are meesed up...

                                          EDIT: Nevermind it seems it was only my Windows 8 laptop saying that when I transferred my file to my XP laptop everything looks fine...
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                                            #46    
                                          Old February 3rd, 2013 (8:36 AM).
                                          xutrik xutrik is offline
                                             
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                                            i try to do this few monts ago and i have always trouble when i lunch this
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                                              #47    
                                            Old February 6th, 2013 (11:50 PM). Edited February 7th, 2013 by MrDollSteak.
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                                            MrDollSteak MrDollSteak is offline
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                                              Absolutely fantastic tutorial, it's so easy to follow and allows for some real high level hacking.
                                              I had one problem though, probably from copy an offset wrong by 1 byte, because all the new
                                              moves are missing the first letter. So growl becomes rowl. For example. Also there is one move
                                              (and only one) that seems to cause the program to crash. I'll try redoing the tutorial again to see if it was just the way in which I did it the first time!
                                              But honestly, really amazing, especially combined with Chaos_Rush's custom animations.

                                              EDIT: After refollowing the tutorial I no longer have a problem with the New names. However the new moves which
                                              take the names of Defense Curl, Psywave, Focus Energy and Reflect cause the application to crash. Has this happened to anyone else?
                                              It says unhandled exception, yada yada. But then 'Argument 'RecordNumber' is not a valid value'
                                              So this must mean there's a problem in the hex for the move data right? If anyone knows how to fix this please let me know!
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                                                #48    
                                              Old February 7th, 2013 (7:18 PM).
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                                              pawell6 pawell6 is offline
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                                                Quote:
                                                Originally Posted by 11bayerf1 View Post
                                                Absolutely fantastic tutorial, it's so easy to follow and allows for some real high level hacking.
                                                I had one problem though, probably from copy an offset wrong by 1 byte, because all the new
                                                moves are missing the first letter. So growl becomes rowl. For example. Also there is one move
                                                (and only one) that seems to cause the program to crash. I'll try redoing the tutorial again to see if it was just the way in which I did it the first time!
                                                But honestly, really amazing, especially combined with Chaos_Rush's custom animations.

                                                EDIT: After refollowing the tutorial I no longer have a problem with the New names. However the new moves which
                                                take the names of Defense Curl, Psywave, Focus Energy and Reflect cause the application to crash. Has this happened to anyone else?
                                                It says unhandled exception, yada yada. But then 'Argument 'RecordNumber' is not a valid value'
                                                So this must mean there's a problem in the hex for the move data right? If anyone knows how to fix this please let me know!
                                                I had similar problem (at least with psywave). To fix it:
                                                1. Make back up of your rom and ini file.
                                                2. Open your rom wirh hex editor and go to offset: 0x4886E8.
                                                3. Select block: 4*354=1416 bytes and copy (description attack table).
                                                4. Use FSF, find 1416 bytes or find your own location (write down that location), select block 1416 and paste. (I pasted my at 0x950000).
                                                5. Repointing: Go to the begining of file, Edit->Replace...->Find box: E8864808, Replace box: 00009508 (or pointer to your location from step 4) with direction down. Replace all.
                                                6. Go to 0x950000 select block : 4*157=628 bytes, copy.
                                                7. Go to end of new table (0x950000, first FF), select block 628 and paste.
                                                8. Save and exit.
                                                9. Open your ini file in notebook and go to AttackDescriptionTable for BPRE and change its value from &H4886E8 to &H950000.

                                                I hope it'll fix the problem.
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                                                Most of new moves is done. Fixing timing of some animations and updating learnsets in progress.
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                                                  #49    
                                                Old February 18th, 2013 (6:30 PM). Edited February 19th, 2013 by takeKopter.
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                                                takeKopter takeKopter is online now
                                                   
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                                                  first of all i have to say that this is a GREAT tutorial. before i read this one, i have zero knowledge about hex, now i can create my own moves.

                                                  here i have two custom moves. the only reason why i created them is because i was annoyed that two very good ability is not created yet in gen III, which are known as "Snow Warning" and "Imposter". and we all know how difficult it is to edit/create an ability, so why don't we just make moves that mimicking their effect? so i created them just for fun, here they are:

                                                  Quote:
                                                  The first one is Carbon Copy. It is meant to help Ditto a lot. I created this move as a replacement for Imposter.
                                                  Quote:
                                                  00 02 03 9B 09 0A 13 B4 E5 3F 08 12 40 00 15 2E 85 3E 02 02 08 15 28 4E 69 1D 08
                                                  Basically it is just Transform + flinched effect, and add priority 5 = works like Imposter, right?. To make this move work, just edit ind PGE attack editor and give the "priority" 5 and "effect accuracy" 100. sadly, Inner Focus is still unaffected , but it is still much better than Transform, right? :D
                                                  EDIT: for type, use Dark not Normal, because it has no resistance. i don't remember if transform works for ghost type (because it is normal), just in case.
                                                  Quote:
                                                  second one is Cold Call. I created this move as a replacement for Snow Warning.
                                                  Quote:
                                                  00 02 03 C8 15 2E 85 3E 02 02 08 15 28 14 7A 1D 08
                                                  just like Carbon Copy, it is just Hail + flinched + top priority. it still cause the hail only 5 turns, but you are still able to use it again and again. for the animation, just imagine it like Roar/Growl + Ice background (like Sheer cold/Icy wind background) or whatever crossed to your mind.
                                                  those moves work for me, but you can try it and just tell if there is problem.


                                                  @itman: yes you did make a great tutorial, but replacing those pointer (like step 12) is such a pain in the feebass. you said like "just find them and replace them one by one" and there are like 200+ pointers. actually you can just use "edit>replace" or simply press ctrl+H, it saves you time.
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                                                    #50    
                                                  Old February 18th, 2013 (9:39 PM).
                                                  DoesntKnowHowToPlay's Avatar
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                                                    Quote:
                                                    it is just Hail + flinched + top priority. it still cause the hail only 5 turns, but you are still able to use it again and again. for the animation, just imagine it like Roar/Growl + Ice background (like Sheer cold/Icy wind background) or whatever crossed to your mind.
                                                    Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
                                                    Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
                                                    Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
                                                    Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
                                                    Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
                                                    ...
                                                    Foe Ninetales fainted!
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