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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!


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  #351    
Old September 29th, 2017 (7:09 AM).
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    Hey, can anyone explain to me if I need to, or why I don't need to, point Abilities in PGE to some specific offset? Does the game just check the string representation of the ability to see if the Pokémon has it? Or am I missing the part where I somehow point it to the index of the ability in PGE?
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      #352    
    Old September 29th, 2017 (8:24 AM).
    Skeli-'s Avatar
    Skeli- Skeli- is offline
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      Quote:
      Originally Posted by pikachux2 View Post
      Hey, can anyone explain to me if I need to, or why I don't need to, point Abilities in PGE to some specific offset? Does the game just check the string representation of the ability to see if the Pokémon has it? Or am I missing the part where I somehow point it to the index of the ability in PGE?
      The ability names and descriptions and still stored in tables.
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        #353    
      Old September 30th, 2017 (3:07 AM).
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        Quote:
        Originally Posted by Skeli Unbound View Post
        The ability names and descriptions and still stored in tables.
        Thanks, I understand that, but how is the actual effect of the ability called in battle? I can't find anyway to point the name of the ability to its corresponding effect. So the question is, do I have to?
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          #354    
        Old September 30th, 2017 (8:41 AM).
        BluRose BluRose is offline
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          Quote:
          Originally Posted by pikachux2 View Post
          Thanks, I understand that, but how is the actual effect of the ability called in battle? I can't find anyway to point the name of the ability to its corresponding effect. So the question is, do I have to?
          individual abilities are each checked for in the battle engine as indexes.

          this next scene is a plausible way of it working

          so like take levitate
          let's say we have our latios with levitate
          earthquake is used by opponent
          game checks type of move used - returns ground
          game checks latios for ability - returns levitate
          compares it with levitate's index number
          branches off to levitate's battle message printing and zero damage done
          attack over
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            #355    
          Old October 1st, 2017 (12:05 AM).
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            Quote:
            Originally Posted by BluRose View Post
            individual abilities are each checked for in the battle engine as indexes.

            this next scene is a plausible way of it working

            so like take levitate
            let's say we have our latios with levitate
            earthquake is used by opponent
            game checks type of move used - returns ground
            game checks latios for ability - returns levitate
            compares it with levitate's index number
            branches off to levitate's battle message printing and zero damage done
            attack over
            thanks perfect
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              #356    
            Old October 1st, 2017 (5:29 PM).
            pikachux2's Avatar
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              One more thing, this line of code I've found at the end of each ability script,
              Spoiler:
              #insert 01 49 08 47 00 00 xx xx xx 08 at 026192

              I assume I'm supposed to change those x's to something meaningful like a pointer, is that the case?
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                #357    
              Old October 1st, 2017 (7:13 PM). Edited October 1st, 2017 by Skeli-.
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                Quote:
                Originally Posted by pikachux2 View Post
                One more thing, this line of code I've found at the end of each ability script,
                Spoiler:
                #insert 01 49 08 47 00 00 xx xx xx 08 at 026192

                I assume I'm supposed to change those x's to something meaningful like a pointer, is that the case?
                Pointer to your asm routine +1.
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                  #358    
                Old October 2nd, 2017 (11:47 AM).
                pikachux2's Avatar
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                  Quote:
                  Originally Posted by Skeli Unbound View Post
                  Pointer to your asm routine +1.
                  Thanks again :)
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                    #359    
                  Old April 7th, 2018 (9:48 AM).
                  YourFavoriteEgyptian YourFavoriteEgyptian is offline
                     
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                    Hey everyone, I'm new around here and would love to learn how write my own abilities. I've been reading up on ASM and battle scripts for the past couple days, but I am still not confident enough to begin to write anything of my own. I really want to implement a special type Fur Coat ability into my game. Could anyone supply me with the code and possibly explain how it works so that I can better learn how to do this myself?
                    Thanks in advance!
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                      #360    
                    Old 1 Week Ago (7:28 PM).
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                    Can anyone code Beast Boost?

                    Thank you!
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                      #361    
                    Old 1 Week Ago (9:15 AM). Edited 4 Days Ago by Lance Koijer 2.0.
                    Lance Koijer 2.0 Lance Koijer 2.0 is offline
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                      Hello guys the code of normalize and pixilate is still broken.

                      Quote:
                      Originally Posted by Petuuuhhh View Post
                      Can anyone code Beast Boost?

                      Thank you!
                      I have replicated soul-heart already, the only problem when I was creating the ability is that the checking of the highest stat.. I'd tried to make an ASM that will compare each stats so whatver stat got the highest will increase. If someone can just make an ASM that will get the highest stat of a pokémon and store it somewhere, the ability would be possible.
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