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Code: Move Resource Thread

81
Posts
7
Years
  • Age 30
  • Seen yesterday
Some people (like me) may not have known that Volt Tackle has another effect besides recoil past generation IV. From Diamond/Pearl onward, Volt Tackle has a 10% chance to paralyze.

To get that in FireRed, replace Battle Scrip 198 with this:
Spoiler:


The above routine takes into account whether the opponent is Electric Type, and if they are, bypasses the paralysis chance. You can do this with other attacks too by using these three scripts:

Replace Battle Script 6 with this:
Spoiler:

This just checks the Type of the opponent, and if they are an Electric Type, just goes straight to the damage calculation script.

Replace Battle Script 152 with this:
Spoiler:


Replace Battle Script 67 with this:
Spoiler:

This also includes the check for Stun Spore. If the opponent is a Grass Type, it will have no effect.

Of course, I have checks for the other spore moves.

Replace Battle Script 66 with this:
Spoiler:


Replace Battle Script 1 with this:
Spoiler:


I also have a script for "100% Accurate When Used by a Poison Type" Toxic for FireRed (there was one for Emerald but not for FireRed).

Replace Battle Script 33 with this:
Spoiler:


Last but not least, in the current games, Ghost Types are no longer affected by trapping moves like Mean Look or by abilities like Shadow Tag. I haven't updated the abilities yet, but if you want Mean Look (and any move that uses its script) to not affect Ghost Types...

Replace Battle Script 106 with this:
Spoiler:


Whew! That was a lot! I'm not sure if this stuff is already on here, but I wasn't able to find it anywhere. Hopefully at least one of these things haven't been posted yet haha.

Pokémon Ruby

Effect 6 works:

Spoiler:


Effect 152 works

Spoiler:


Effect 67 works:

Spoiler:
 
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8
Posts
7
Years
  • Age 25
  • Seen Apr 13, 2020
So, here is a couple of emerald animations. I basically just changed the offsets from the original fire red animation to match emerald's and used Perri Lightfoot's sound effects from ruby.

POWER GEM (original by dreamengine)
Spoiler:


ROCK POLISH (original by DoesntKnowHowToPlay)
Spoiler:


Edit: Also changed Artemis64's emerald Flame charge animation to play sound in the beggining:
Spoiler:
 
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81
Posts
7
Years
  • Age 30
  • Seen yesterday
I modified it for [RS]:

Aqua jet by: Artemis64
Spoiler:


Draco Metero by: toasterr

Spoiler:


Draco Meteor By: pawell6

Spoiler:


Cross Poison by: dreamengine

Spoiler:


Electroweb by: dreamengine

Spoiler:


Hurricane by: dreamengine

Spoiler:


Nuzzle by: Pokemon_XY

Spoiler:


Leech Life by: Skeli-

Spoiler:


Charge Beam by: DoesntKnowHowToPlay

Spoiler:


Power-Up Punch By: BadgerLordZeus

Spoiler:


Play Rough by: Pokemon_XY

Spoiler:


Discharge by: Artemis64

Spoiler:


Dragon Pulse by: MrDollSteak

Spoiler:


Skill Link and Move Effect 29 in Ruby:

Spoiler:


Creditos a: AkameTheBulbasaur por los scripts

Credits to: AkameTheBulbasaur for the scripts

Scripts for Ruby:

Effect 06: (Thunderbolt, ThunderPunch, etc)

Spoiler:


Effect 152: (Thunder)

Spoiler:


Effect 67: (Thunder Wave, Stunpowder, etc)

Spoiler:


Effect 66: (PoisonPowder)

Spoiler:


Effect 01: (Sleep Powder and Spore)

Spoiler:


Effect 33: (Toxic):

Spoiler:


Force Palm by: dreamengine

Spoiler:



Grass Knot by Mrdollsteak:

Spoiler:


Gunk Shot by Mrdollsteak:

Spoiler:


Head Smash by Shadowraze:

Spoiler:


Iron Head by dreamengine:

Spoiler:


Lava Plume by Mrdollsteak:

Spoiler:


Mud Bomb by Mrdollsteak:

Spoiler:


Ominous Wind by Sperical Ice:

Spoiler:


Power Whip by dreamengine:

Spoiler:


Psycho Cut by Mrdollsteak:

Spoiler:


Rock Climb by Artemis64:

Spoiler:


Rock Wrecker by pawell6:

Spoiler:


Expand Table BG: 37F374 0x144

Spoiler:


Shadow Sneak by Mrdollsteak:

Spoiler:


Zen Headbutt by: Shadowraze

Spoiler:


Drill Run by Mrdollsteak:

Spoiler:


Bulldoze by dreamengine:

Spoiler:


Frost breath by pawell6:

Spoiler:


Heart Stamp by dreamengine:

Spoiler:


Hone Claws by MrDollSteak:

Spoiler:


Particles table:

Spoiler:


Horn Leech

Spoiler:


Coil by Mrdollsteak:

Spoiler:


Icicle Crash by dreamengine:

Spoiler:


Quiver Dance by Mrdollsteak:

Spoiler:


Leaf Tornado by Mrdollsteak:

Spoiler:


Snarl by Mrdollsteak:

Spoiler:


Struggle Bug by dreamengine:

Spoiler:


Steamroller by dreamengine:

Spoiler:



Venoshock by DoesntKnowHowToPlay:

Spoiler:


Wild Charge by dreamengine:

Spoiler:


Fiery Dance by Mrdollsteak:

Spoiler:



Clear Smog by Mrdollsteak:

Spoiler:


Leaf Storm by Mrdollsteak:

Spoiler:


Stone Edge by mrdollsteak
Spoiler:


Payback by Mrdollsteak:

Spoiler:


Flare Blitz, i do not remember who it is, if anyone knows please tell me:


Spoiler:
 
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8
Posts
7
Years
  • Age 25
  • Seen Apr 13, 2020
Hi guys,
I'm having a problem using animations that involve changing palletes. Such as avalanche, energy ball, electro ball, etc. It looks like the particles are not loading properly. Other than that they seem to be working pretty good. Is there something I am missing out?

I have attached a .gif so that you have a visual reference.

I'm hacking emerald btw.
 

Attachments

  • ENERGY BALL.gif
    ENERGY BALL.gif
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AkameTheBulbasaur

Akame Marukawa of Iyotono
409
Posts
10
Years
Trick Update​

In later generations, when you use moves such as Trick or Thief that change your items during a Trainer Battle, they are reverted back to normal afterward, unless you Tricked or used a consumable item (such as a berry).

Routine 1: Store The Items
If the battle is a Trainer Battle, it stores your party's items into some free RAM.
Spoiler:


Routine 2: Restore Items

If the battle is a Trainer Battle, it will check to see if you have no item. If you do, it will check to see if the item stored at the corresponding RAM has one of the effect in the table (those are the consumable held item effects. If you added more you will need to add them to the table). If so then it will not restore the item. Otherwise it will restore the items.

This does unfortunately mean if you Tricked away your Lum Berry and the foe did not use it, you won't get it back. This is how it works in official games though (I tested in Omega Ruby).

Spoiler:


I made these a while ago. While I tested it in my ROM, I used heavily modified versions of these. So these might have bugs in them, but hopefully not!!
 
157
Posts
7
Years
  • Age 26
  • Seen Nov 19, 2023
Made this Horn Leech animation for Emerald. If anyone knows what byte causes that second hit animation at the start of the mega drain animation, please let me know so I can touch that up
Spoiler:
 
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62
Posts
5
Years
This is no means an advanced animation, but I saw there was no Disarming voice, so I figured meh, why not. (FR)
02 24 7B 3E 08 02 05 01 00 01 00 00 00 09 00 1F 70 05 00 F1 27 00 DB 27 0A 03 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 CA 00 C0 02 30 44 3E 08 02 04 00 00 1D 00 F4 FF 00 00 02 30 44 3E 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 CA 00 C0 02 30 44 3E 08 02 04 00 00 0C 00 E3 FF 01 00 02 30 44 3E 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 CA 00 C0 02 30 44 3E 08 02 04 00 00 18 00 E8 FF 01 00 02 30 44 3E 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 02 24 7B 3E 08 02 05 01 00 01 00 0C 00 00 00 1F 70 05 0B 03 0D 08 08
 
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62
Posts
5
Years
Another simple one, but it's better than nothing. Dazzling gleam FR
Spoiler:


It's basically just flash with pink added, but I think the pink and grey look pretty decent together.
 
62
Posts
5
Years
Here's one for Razor shell.
Spoiler:
 
62
Posts
5
Years
Has anyone else had an issue with dragon tail's effect displaying the animation twice? instead of just once. Like it uses the attack and then displays the animation a second time to cause the switching effect.
 
788
Posts
17
Years
  • Age 29
  • Seen yesterday
Circle Throw and Dragon Tail Effect [FR]

This is a small modification of the implementation posted by pawell6. Specifically, this adds a check so that if the attack did no damage (e.g. it missed or the target is immune), the targeted Pokémon will not be switched out.

If you'd rather just insert it yourself, the compiled move script is:

Code:
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 E3 00 47 69 1D 08 29 04 CC 3D 02 02 29 47 69 1D 08 1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 8F F2 7D 1D 08 28 47 69 1D 08
 
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788
Posts
17
Years
  • Age 29
  • Seen yesterday
Volt Switch and U-Turn Effect [FR]

This is a small modification of the implementation posted by MrDollSteak. Aside from the removal of the special handling of Baton Pass (because it's not intended to share an effect id with Baton Pass), this version doesn't force the user to switch out if the target is immune.

Additionally, the user will not be forced to switch out if Volt Switch (or U-Turn) is used to faint the opponent's last Pokémon. In order to support that, I created a new command jumpifbattleover. The repo will insert it and the move script for you.
 
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192
Posts
5
Years
I made a simply version of 7th gen move Psychic Fangs! (yay!)
This offset animation is for Fire Red, it's just Crunch mixed with Psychic Background:

00 9B 27 00 97 27 0A 01 0E BB 59 1D 08 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 E0 FF E0 FF 01 00 33 03 33 03 0A 00 02 30 79 3E 08 02 06 20 00 20 00 05 00 CD FC CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 F8 FF 00 00 01 00 01 00 03 F9 89 09 08 05 05 01 00 00 00 07 00 05 00 02 00 05 19 9A 00 3F 02 30 79 3E 08 02 06 20 00 E0 FF 07 00 CD FC 33 03 0A 00 02 30 79 3E 08 02 06 E0 FF 20 00 03 00 33 03 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 08 00 00 00 01 00 01 00 03 F9 89 09 08 05 05 01 00 00 00 08 00 04 00 02 00 05 0B 01 0D 04 01 0E C7 59 1D 08 08
 
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192
Posts
5
Years
And Ice Hammer for Fire Red too...
14 0F 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 25 28 00 97 27 02 54 4E 3D 08 02 02 04 00 06 00 04 04 19 73 00 3F 02 64 F7 3F 08 82 02 F0 FF F0 FF 04 08 02 3C 7B 3E 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 08 7C 3E 08 83 04 00 00 00 00 01 00 02 00 19 84 00 3F 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 04 0A 05 0E C7 59 1D 08 08
 
192
Posts
5
Years
Lunge animation for Fire Red:
14 16 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 97 27 00 F5 27 0A 00 02 68 F0 3F 08 02 06 00 00 00 00 20 00 E0 FF 28 00 FE FF 03 9D EF 0D 08 02 03 00 00 02 00 00 00 1C 99 00 C0 08 04 05 02 08 7C 3E 08 82 04 00 00 00 00 01 00 02 00 03 D5 9B 09 08 02 05 00 00 01 00 0A 00 01 00 00 00 19 7F 00 3F 05 04 08 03 9D EF 0D 08 02 03 00 00 02 00 01 00 1C 99 00 C0 08 04 05 0B 00 0E C7 59 1D 08 08
 
23
Posts
6
Years
Beak Blast animation for Fire Red:
14 18 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 C8 27 19 A4 00 C0 0E 67 B2 1C 08 04 08 03 DD 9B 0B 08 02 06 02 00 02 00 02 00 00 00 0B 00 FF 7F 03 1D 8B 09 08 02 05 00 00 01 00 00 00 20 00 01 00 0E 67 B2 1C 08 04 08 00 97 27 19 9F 00 3F 03 79 9A 09 08 02 04 03 00 00 FD 01 00 02 00 02 98 7C 3E 08 83 04 F4 FF 00 00 01 00 03 00 05 0E C7 59 1D 08 08

Hi friend! Can you make the Moonblast animation, improved for Fire Red?
 
23
Posts
6
Years
Yes, tomorrow i will do for you, right? hm... tell me what you want in the animation.
Do you want the moonlight moon animation before a beam animation?

Thanks friend, I will be grateful. I will like the moonlight moon animation before the beam animation, but it turns out that they published a MoonBlast animation that is the moonlight moon animation with Psybeam, but I do not like that.

It could be the same, the moonlight moon animation before attacking, but instead of the ray of Psybeam, which is another animation, but you do not have to use a new particle, since I have not expanded the particle table in Fire Red.
 
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