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  #376    
Old June 15th, 2017 (7:30 PM).
DoesntKnowHowToPlay's Avatar
DoesntKnowHowToPlay DoesntKnowHowToPlay is offline
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    Join Date: Jan 2012
    Posts: 258
    Later gens have added the never-miss property to a bunch of moves, such as Roar, Block, and Foresight (as well as backported moves like Clear Smog and Defog).

    In FR, the relevant code is at 0x1DD8E. By putting C0 78 00 28 01 D0 10 E0 there, the check for Swift/Vital Throw/etc. will check the accuracy byte instead of the move effect byte, and will make the move ignore accuracy if its listed accuracy is 0 (which displays as -- in-game).
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      #377    
    Old 3 Weeks Ago (4:57 AM). Edited 3 Weeks Ago by sSiddhant.
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    sSiddhant sSiddhant is offline
       
      Join Date: Jul 2016
      Location: India
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      Nature: Naughty
      Posts: 28
      Gen 7 Moves Effects

      These are my first ever move effect creations. They are in the compiled version. You just need to add them with Hex Editor and repoint it from the Move Effects Table.

      Toxic Thread[FR]
      Spoiler:
      2E 85 3E 02 02 18 15 2E 85 3E 02 02 C2 15 28 00 69 1D 08


      Tearful Look[FR]
      Spoiler:
      2E 85 3E 02 02 16 15 2E 85 3E 02 02 19 15 28 00 69 1D 08
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        #378    
      Old 6 Days Ago (1:46 PM). Edited 6 Days Ago by AkameTheBulbasaur.
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      AkameTheBulbasaur AkameTheBulbasaur is offline
      Akame Marukawa of Iyotono
         
        Join Date: May 2013
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        Age: 20
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        Posts: 314
        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:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @CheckMove
        setbyte 0x2023E85 0xE6
        jumpifhalfword 0x0 0x2023D4A 0x158 @VoltTackle
        goto 0x1D6900

        #org @VoltTackle
        attackcanceler
        accuracycheck 0x81D695E 0x0
        attackstring
        ppreduce
        calculatedamage
        attackanimation
        waitanimation
        missmessage
        cmd5c 0x0
        waitstate
        graphicalhpupdate 0x0
        datahpupdate 0x0
        critmessage
        waitmessage 0x40
        resultmessage
        waitmessage 0x40
        seteffectwithchancetarget
        jumpiftype 0x0 0xD 0x81D694E
        setbyte 0x2023E85 0x5
        seteffectwithchancetarget
        faintpokemon 0x0 0x0 0x0
        goto 0x81D694E


        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:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @TypeCheck
        jumpiftype 0x0 0xD 0x1D6900
        goto 0x81D6A6B

        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:
        #dynamic 0x170000
        #freespacebyte 0xFF

        #org @Main
        jumpiftype 0x0 0xD 0x81D6926
        setbyte 0x2023E85 0x5
        goto 0x81D6926


        Replace Battle Script 67 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4E @StunSpore
        jumpiftype 0x0 0xD 0x81D7E04
        goto 0x81D71E5

        #org @StunSpore
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D71E5

        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:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4D @CheckType
        goto 0x81D7184

        #org @CheckType
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D7184


        Replace Battle Script 1 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4F @CheckType
        jumpifhalfword 0x0 0x2023D4A 0x93 @CheckType
        goto 0x81D6970

        #org @CheckType
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D6970


        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:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Toxic
        jumpiftype 0x1 0x3 @AccuracyBypass
        goto 0x81D6DE0

        #org @AccuracyBypass
        attackcanceler
        jumpifspecialstatusflag 0x0 0x400C0 0x0 0x1D695E
        attackstring
        ppreduce
        jumpifability 0x0 0x11 0x81D6E4F
        jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
        jumpifstatus 0x0 0x8 0x81D6E41
        jumpifstatus 0x0 0x80 0x81D6E41
        jumpifstatus 0x0 0xFF 0x81D7DF2
        jumpiftype 0x0 0x3 0x81D7E04
        jumpiftype 0x0 0x8 0x81D7E04
        goto 0x81D6E27


        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:
        #dynamic 0x180000
        #freespaceyte 0xFF

        #org @start
        attackcanceler
        attackstring
        ppreduce
        jumpiftype 0x0 0x7 0x81D7E04
        goto 0x81D76D7


        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.
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