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Adding New Moves and Creating New Move Effects

62
Posts
5
Years
If someone uses disable on your attack that is not from the original roster (expanded), the game will try to say that it disabled that move, but won't find the data for the move itself. Same thing happens if you use something like aqua jet (or any other added move) on a pokemon with water absorb. It's really strange, because the attack names show normally, but only have this problem under these circumstances...

I've had to remove those abilities and disable from the pokemon's learnsets/ inherit abilities, which is really annoying..

If anyone else has had this problem and fixed it, it would be awesome if you could let me know how to fix it! Also I used PGE's attack expander.
 

ChocolateDream

Guest
0
Posts
So I tried following tutorial on adding new move effects, this tutorial has worked fine for me up until step 3. Whenever I scroll down to the bottom of the code, I can't find the pointer saying 5F 86 1D 08, instead I find 41 6e 1d 08. So then I go find the offset where the pointer the tutorial is asking to get rid off and find that its 910350. So I go there but of course its surrounded with code I can't get rid of, sure I found the pointer but I can't screw anything up or else it makes the game freeze. Can someone please help me.
 
7
Posts
5
Years
  • Age 21
  • Seen Sep 22, 2021
Worked great, thanks for the tutorial!

Tip for people who might be having serious errors and using HxD:
When selecting and pasting blocks make sure you are entering your length in decimal and not hexadecimal. The default is hexadecimal so you will have to remember to change it to decimal each time before you enter in the length field.
 
1
Posts
4
Years
  • Age 47
  • Seen Jan 5, 2021
In step 5 when ever I try to paste the move data it only pastes through d on the first row and when I type in 0x250C04 and in my case for the free space 0x800000 I don't get taken to those 2 points I just get put in a random spot, can someone try to help me please?
 

Seamitar-X

Seamitar-X
5
Posts
4
Years
  • Age 19
  • Seen Dec 9, 2020
I've continually tried adding new effects. The game is repointing to the new location of the table just fine, but whenever I try to make a new effect in slot 214, it automatically uses Camouflage's. I've tried fixing it and redoing it multiple times. Is there an error in the post I should know about? Or something else?
 
123
Posts
3
Years
  • Age 25
  • Seen today
You say that the maximum number of moves is 511. But is it possible to go beyond that?
 

yowokubo

Himbo Hunter
12
Posts
3
Years
Bruh I don't this. I do everything the tutorial says to do to add in new moves in, but then I go to edit the moves in PGE and it comes up with an error. Surely i must be doing something wrong but what? Is anyone else having the same problem.
 
123
Posts
3
Years
  • Age 25
  • Seen today
Bruh I don't this. I do everything the tutorial says to do to add in new moves in, but then I go to edit the moves in PGE and it comes up with an error. Surely i must be doing something wrong but what? Is anyone else having the same problem.

In the PGE ini file, make sure to change the pointers to the new offsets that you moved them to
 
123
Posts
3
Years
  • Age 25
  • Seen today
I did do that and even tried to change other pointers relating to moves yet i still got an error message.

There are 4 pointers you need to repoint in the ini file. AttackNames, AttackData, AttackDescriptionTable, AttackAninmationTable. Make sure you do it for all and that it is under [BPRE].

Personally speaking, when I tried expanding the move table for the first time, I also got errors and it didn't work. I deleted and tried again and got it working on my 2nd try.
 
1
Posts
2
Years
  • Age 32
  • Seen Sep 11, 2021
Hello, I'm a new member. Reading this tutorial, I would like to know if exist a method like this, but for modding moves of generation six. I would like to change some move's effect (like night shade, dragon rage, u-turn ecc...), or if is possible the animation linked to a move (for example, in generation seven Feraligatr use its mouth for Liquidation, I'd rather the claw).
I hope it's all clear and you are able to help me. :)
Thanks.
 
123
Posts
3
Years
  • Age 25
  • Seen today
Ok. So my expanded moves are working well except for the following weried scenario. If one of my expanded move gets Disabled or Taunted and I try to use it, a bunch of garbage text gets displayed. For example if my expanded Dark Pulse move is disabled and I use it, it will say Mewtwo's dfgdhfg734r43(_^%FCV$()+?&%^R^V TDCC is disabled!

Does anyone else have this problem and is there a fix?
 
123
Posts
3
Years
  • Age 25
  • Seen today
If someone uses disable on your attack that is not from the original roster (expanded), the game will try to say that it disabled that move, but won't find the data for the move itself. Same thing happens if you use something like aqua jet (or any other added move) on a pokemon with water absorb. It's really strange, because the attack names show normally, but only have this problem under these circumstances...

I've had to remove those abilities and disable from the pokemon's learnsets/ inherit abilities, which is really annoying..

If anyone else has had this problem and fixed it, it would be awesome if you could let me know how to fix it! Also I used PGE's attack expander.

I fixed the glitch. This applies to EVERYONE. In order for your expanded moves to work with Disable/Taunt/Water Absorb/Volt Absorb etc you need to do the following

At D7E9C change 0B D8 with C0 46
and at D7EB4, change 0E D9 with 0E E0
 
2
Posts
1
Years
  • Age 23
  • Seen Feb 15, 2023
I feel like I've followed this tutorial properly and I'm up to editing the moves in PGE, but when I go to the Attack Editor the new move spaces aren't there. It still only shows 354 moves to edit when there should be 511 slots available for me to edit. I've entered the offsets correctly in the .ini file and everything. Would really appreciate some advice so that I know what I'm supposed to do.
 

Battle Trainer 1823

Guest
0
Posts
Learned to edit codes using the tutorial from Itman's, and wanted to share them xD
Apologies if some code was already done u_u Make sure to use Hex Maniac Advance to add them, thankfully with that tool it's not difficult at all to add the codes.

Reverse Coil (Raises Special Stats and Accuracy): 00 02 03 09 2E 85 3E 02 02 D2 15 2E 85 3E 02 02
D3 15 2E 85 3E 02 02 D5 15 28 47 69 1D 08.
Made using MrDollSteak's and Garuga17's Coil as a base.

RaiseSp.Atk1HitChance: 2E 85 3E 02 02 52 28 00 69 1D 08
RaiseSp.Def1HitChance: 2E 85 3E 02 02 53 28 00 69 1D 08
RaiseSpeed1HitChance: 2E 85 3E 02 02 51 28 00 69 1D 08
RaiseAccuracy1HitChance: 2E 85 3E 02 02 54 28 00 69 1D 08
RaiseEvasion1HitChance: 2E 85 3E 02 02 55 28 00 69 1D 08
All were created using Mr. Dollsteak's Hammer Arm as a base.

Sp. Close Combat: 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 D6 15 2E 85 3E 02 02 D9 15 28 47 69 1D 08
Made using pawell6's Close Combat as a base. (Lowers Atk and Sp. Atk).

Updated Dragon Dance/Victory Dance (now also boosts Defense):
Dragon Dance: 00 02 03 09 2E 85 3E 02 02 CF 15 2E 85 3E 02 02
D0 15 2E 85 3E 02 02 D1 15 28 47 69 1D 08
Made using Mr. DollSteak's and pawell6's Quiver Dance as a base.

RecoilandFreeze (now also prevents Ice mons from getting Frozen): 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 E6 15 22 00 0F 4E 69 1D 08 2E 85 3E 02 02 04 15 28 47 69 1D 08
RecoilandParalyze (now also prevents Electric mons from getting Paralyzed): 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 E6 15 22 00 0D 4E 69 1D 08 2E 85 3E 02 02 05 15 28 47 69 1D 08
RecoilandPoison (now also prevents Poison and Steel mons from getting Poisoned): 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 E6 15 22 00 03 4E 69 1D 08 22 00 08 4E 69 1D 08 2E 85 3E 02 02 02 15 28 47 69 1D 08
RecoilandSleep: (now also prevents Grass type mons from getting Asleep): 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 E6 15 22 00 0C 4E 69 1D 08 2E 85 3E 02 02 01 15 28 47 69 1D 08
RecoilandBurn (now also prevents Fire mons from getting Burned): 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 E6 15 22 00 0A 4E 69 1D 08 2E 85 3E 02 02 03 15 28 47 69 1D 08
All made using itman's Flare Blitz as a base.

Edit (10/09/2023): all codes were made by EmiyaSora97 and xSigel.
 
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944
Posts
11
Years
I've been going through my old hacking files lately, so I have some stuff to share with y'all:
FIRERED (v1.0)
ALSO USE TO YOUR OWN DISCRETION (It's been YEARS since I made these, I can't remember exactly how they are working haha.)

Harden, other stats
Spoiler:

Swords Dance, other stats
Spoiler:



CHECK THIS FIRST - Understanding effects with multiple segments, hence multiple pointers (XXXXXX08, YYYYYY08, etc)
Spoiler:


ATTENTION PLEASE: Most HEX editors don't support line skips, be aware of that when copying these codes!!

Coil #3 (best one)
Spoiler:


Quiver Dance #3 (best one)
Spoiler:


Shell Smash #2 (not best one)
Spoiler:


Cotton Guard (looking at the code now I'm not sure if this increases stat sharply or drastically... Sorry!)
Spoiler:


Tail Glow (looking at the code now I'm not sure if this increases stat sharply or drastically... Sorry!)
Spoiler:


Hone Claws
(I don't remember why is this one not following the previous style of segmentation, Use carefully... lemme know if it's completely wrong it's probably a code unique to my own hack...)
Spoiler:


Wake-Up Slap
Spoiler:


Hammer Arm
Spoiler:


Head Smash (I think the recoil is 1/3 not 1/2 tho -- please test)
Spoiler:

Flare Blitz
Spoiler:

Close Combat
Spoiler:

V-Create
Spoiler:



Dragon Tail/Circle Throw (Uses Roar/Whirlwind effect IIRC -- high bugs probability, please do extensive testing)
Spoiler:

U-Turn/Volt Switch (Uses Baton Pass effect IIRC -- high bugs probability, please do extensive testing)
Spoiler:


Fire/Ice/Thunder Fang
Spoiler:


About Metronome
Spoiler:


Sound-based moves
Spoiler:



My ASM routine for Meloetta's Relic Song in case anyone needs it. (It only changes the user's 2nd type tho, no form/base stats change - According to my Log Files, the routine works properly)
Spoiler:

I believe this is the original routine for the move TRANSFORM, in case anyone needs it for their ASM meddling.
Spoiler:
Spoiler:



LEMME KNOW OF ANY INACCURACY OR ERRONOUS BEHAVIOR
 
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