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Adding New Moves and Creating New Move Effects

It's very strenge....I can probably not resolve this problem....
 
If you're actually doing what you claim to be doing, HxD should look something like this:
The location of my cursor in that image, which is the black vertical bar, is where your cursor should be, and is the location of 0x250C04 in the ROM.

Thanks ! I couldn't find it with HxD's research function ^^'
 
I got it to work by using a battle script instead (along with some more lucky stumbling). I do need help on some things though, mind if I PM you with some questions?

Also, I think this really needs to be in the OP.
If you're going to be giving the moves descriptions (so basically always), you need to move and repoint the table of move description pointers. If you don't, then when you change the description pointers for new moves, it will start to overwrite the Nature names (which follow immediately after the move descriptions), even if it's a preexisting description (i.e. giving Flare Blitz Double-Edge's description). Trust me, I learned this the hard way... Some of what I'm typing here (like explaining pointers) is explained in the OP already, but just to be safe, I'm adding them.
Spoiler:

Hey there. I followed your tutorial, but now (in G3T, as PGE has been taken down) how do I repoint all the moves to their new offsets? I'm really confused :/
 
Hey can someone PLEEEASE send me a message saying they have PGE!!! I need it to finish this tutorial! if you have it, can you message me, and then I'll give you my email to send it to.

Oh just kidding I found using G3T works too!
 
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Can someone make a tutorial of this but for MrDollSteak's Rombase added to it already? It would be VERY helpful.
 
Can someone make a tutorial of this but for MrDollSteak's Rombase added to it already? It would be VERY helpful.

The whole point of my rombase is that you don't need to do this...
It's already extended to the max number of moves. If you read the 'howtosetupcustommoves.txt'
it will tell you, funnily enough, how to set up custom moves.
 
Will you please fix the screenshots?

hehe, The screenshot looks like this:
[PokeCommunity.com] Adding New Moves and Creating New Move Effects
 
[PokeCommunity.com] Adding New Moves and Creating New Move Effects


Hey guys, I followed the steps correctly though the image is uhhhmmm..... nothing...

So How to fix that? I Dont know how, In PGE, The U-TURN name is fine, in SUMMARY CHECK as well, but inside the battle, thats it! A bla buh blaH thingy appeared... So Could anyone help me?
 
[PokeCommunity.com] Adding New Moves and Creating New Move Effects


Hey guys, I followed the steps correctly though the image is uhhhmmm..... nothing...

So How to fix that? I Dont know how, In PGE, The U-TURN name is fine, in SUMMARY CHECK as well, but inside the battle, thats it! A bla buh blaH thingy appeared... So Could anyone help me?
Well you obviously did something wrong. Try again? Or walk us through what you did.
 
Oh I fixed it! It is in 0x00308a4 hehe, but this is my problem, The new move is supposed to be NORMAL, but in GAME it is DRAGON. How to fix that?
 
Well you obviously did something wrong. Try again? Or walk us through what you did.
Oh! Sorry for that! Oh I fixed it! It is in 0x00308a4 hehe, but this is my problem, The new move is supposed to be NORMAL, but in GAME it is DRAGON. How to fix that?
 
I have an error, I tried to make the TM23 glitch move from generation 1, who have 255 as Base Power, and absorbs the half of the inflicted damage, but it deals less damage in my game. I tried using different pokémons, but it only makes like 1-3 damage.
 
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Hello ^_^
this is my first try of moveeffect combination and I am glad that I understood everything....
well my first try is both successful and failure ahehehe...
so here is my code
Code:
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 00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 01 F2 7D 1D 08 FF FF 9D F2 7D 1D 08 09 0A 10 16 00 12 40 00 15 28 47 69 1D 08
SUCCESSFUL
well, I tested that in my rom and it worked.........
FAILURE
Instead of after damaging the foe, the users speed will sharply raises, it does damage the foe and mimic the opponents last move...
what is wrong?
 
ahh its o now, I forgot to convert it in Hex xD
 
How to make my newly created move generates a script?
Example
Frost Bite:
After Damaging the foe,
instead of loading "[opponent]s DEFENSE fell"
it loads "[opponent] was bitten with a cold teeth. It causes the [opponents] DEFENSE fell"

because I observed in MRDS rombase Worry Seed
It generates "[opponent] acquired Insomnia ability" script
 
Sorry for bumping this but i've got some things to add. One. To know if your rom is BPRE 1.0 open it in the hex editor and look at the jumbled letters(Next to the numbers)and you should see POKEMON FIREBPRE 01. That's much easier than having to look for the presents after the gamefreak thing pops up(Or whatever it is that pops up) I just opened it up and saw that and figured that would be useful here. two. The link provided for one of the programs is invalid. Please fix that not that it matters to me since I googled the program needed here.
 
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