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?
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? :(
1D 00 00 00 00 01 00 69 1D 08 2E 85 3E 02 02[S-HIGHLIGHT] A3[/S-HIGHLIGHT] 1C 00 [S-HIGHLIGHT]07[/S-HIGHLIGHT] 00 00 00 77 04 90 08 28 00 69 1D 08 2E D2 3F 02 02 02 28 00 69 1D 08
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!
The first one is Carbon Copy. It is meant to help Ditto a lot. I created this move as a replacement for Imposter.
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? :D00 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
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.
those moves work for me, but you can try it and just tell if there is problem.second one is Cold Call. I created this move as a replacement for Snow Warning.
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.00 02 03 C8 15 2E 85 3E 02 02 08 15 28 14 7A 1D 08
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!
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. :)
Thanks so much!
That did the trick for all the moves!
You're welcome :). By the way, you can easily change descriptions of moves using XSE.
Hahah yeah, I didn't realise that the descriptions were the reason why it was failing, I was just going to add them later once I had the moves done.
Also just about your Quiver Dance code, do you have to set it to 100 accuracy? Because I put it to 0 accuracy like other stat-up moves like growth and swords dance, and it keeps saying quiver dance missed.
For answer see post #40 in this thread. You can also check post #42.https://www.pokecommunity.com/showpost.php?p=7516629&postcount=40
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 :)
Hrm actually, after using this effect accuracy set to 0 is fine, but if the accuracy is set to 0 it misses regardless. Same with the new quiver dance.
22 00 C0 00 04 00 00 F2 7D 1D 08
That's because you're using the normal hit/miss calculator which is inherently wrong here. You should in face be checking the special status bits for the few special statuses which would cause this to miss!
If an attack never misses, you MUST leave out the 01 command! Instead you should be doing:
Code:22 00 C0 00 04 00 00 F2 7D 1D 08
This checks if the target is in the middle phase of surf, dig, fly or bounce and makes the move miss if it is. Otherwise it hits without fail.