STATS BUFF CHANGES (and miscellaneous) :
Hi,
I'm not sure if this is the good place, so tell me if I have to move/remove it.
I was trying to make contrary when I realised that there was a bunch of things to take in count. So I started to make a table that I could use to simplify the task,
which is rather hard.
I looked at JPAN's battle script documentation, which had been really useful but I noticed there was some things that were missing.
That's why I started to change the bytes used in the stats change animation and such, one by one, and found some useful stuff.
All of this effect can be (I think) set in any attack by setbyte 0x0202448E or 0x02024335 in BattleScriptPro from Jambo51, or by using your hands and type them in
Hex. Note that for the first category (0202448E) I did the test through a modification of tail glow's setbyte, and through a modification of overheat for the second
(02024335).
I think I missed some of the command, for exemple I only found the nightmare one with percent, I actually didn't test all the possibility, perhaps there's the byte
"revenge effect" (which can be used for adjust technician for exemple) or "absorb effect", but most of the time I was full life with a classic situation.
I could have missed rapid spin, dream eater, weather ball, thaws, imprison, snatch, stomp etc (at least if they can be set here).
So, if a command is not documented it's because I couldn't found what it does (and if it does indeed something). Also I didn't mention the "buff HP" because they
actually do nothing.
Also, a thing to note to avoid confusion : when I say "percent" I meant you can set the probability of the effect to happen (in G3T for exemple, which you should
use). You can possibly make a move that has 30% to make the foe unable to attack for the next turn (must recharge). Of course you can think it's like "flinched"
except that there's no ability that can bypass this. You can make a foe fall in nightmare when it's asleep by hiting it, and adjust the probability to happens (a little bit
overpowered I confess). There's other weird effect that can be used for fun (see commands 0xB5-like).
I divided these effects in two category (with 2 sub-category for the second). The first is controled by the byte at 0x0202448E and the second by the byte at
0x02024335. So, here is what I found :
Always change. Non-damaging. Byte at 0x0202448E. Here the changement are most of the time applied to the target, though the user can also be the target (agility and such), and sometimes the user is buffed instead of the target (anc power/overheat/super power also use that byte) :
At this byte sometimes you can adjust the effect with a percent (with G3T or others). Byte at 0x02024335. Damaging moves use this. Here the user or the target may be affected :
Target :
User :
Any addition/correction is welcome :)