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just wondering, can you change the TM moves with the new (created) moves??
just wondering, can you change the TM moves with the new (created) moves??
just wondering, can you change the TM moves with the new (created) moves??
Here is a list of what you can do by changing this byte. These are the ones that work 100% of the time. Meaning, these effects will ALWAYS happen. There are more (I didn't test from 00-C0) but I'm sure they are the same effects, just with less of a chance of happening. I know 01 has a 10% chance of putting an opponent to sleep, 03 has a 10% chance of burning an opponent, etc...
Spoiler:
C1: Puts yourself to sleep.
C2: Poisons yourself.
C3: Burns yourself.
C4: Freezes yourself.
C5: Paralyzes yourself.
C6: Badly poisons yourself.
C7: Confuses yourself.
C9: Freezes opponent.
CA: Uproar's effect.
CB: Payday's effect.
CD: Sand Tomb's effect.
CE: 1/4 Recoil damage.
CF: Raises users attack one level.
D0: Raises users defense one level.
D1: Raises users speed one level.
D2: Raises users special attack one level.
D3: Raises users special defense one level.
D4: Raises users accuracy one level.
D5: Raises users evasion one level.
D6: Lowers users attack one level.
D7: Lowers users defense one level.
D8: Lowers users speed one level.
D9: Lowers users special attack one level.
DA: Lowers users special defense level.
DB: Lowers users accuracy level.
DC: Lowers users evasion one level.
DD: Takes a turn to recover (Hyper Beam, etc...)
DF: Thief's effect
E2: Users stats all raise one level (Except Accuracy and Evasion).
E5: Users attack and defense lower one level.
E6: 1/3 Recoil.
E7: Users attack raises two levels.
E8: Users defense raises two levels.
E9: Users speed raises two levels.
EA: Users special attack raises two levels.
EB: Users special defense raises two levels.
EC: Users accuracy raises two levels.
ED: Users evasion raises two levels.
EE: Users attack lowers two levels.
EF: Users defense lowers two levels.
F0: Users speed lowers two levels.
F1: Users special attack lowers two levels.
F2: Users special defense lowers two levels.
F3: Users accuracy lowers two levels.
F4: Users evasion lowers two levels.
F5: Outrage's effect.
F6: Knock Off's effect.
FB: Users special attack lowers two levels.
Growth
Spoiler:43 0D XX YY ZZ 08 43 4D XX YY ZZ 08 2A 04 1C 3F 02 02 60 00 XX2 YY2 ZZ2 08
Offset ZZYYXX
00 02 03 09 2E 85 3E 02 02 CF 15 2E 85 3E 02 02 D2 15 28 47 69 1D 08
Offset ZZ2YY2XX2
00 02 03 09 2E 85 3E 02 02 E7 15 2E 85 3E 02 02 EA 15 28 47 69 1D 08
The bytes ZZ YY XX and ZZ2 YY2 XX2 point to the execution of the code under the weather,
wherein ZZ YY XX is normal weather, and ZZ2 YY2 XX2 is Sunny Weather.
I normally place them right behind eachother for conveniences sake.
It will use ZZ YY XX in Rain and Sandstorm as well.
This won't work as intended. You see, command 2A checks literal values, not bitwise checks (which is how the weather bits work). You're asking it if it's 0x4 than 0x60 (I forget what 0x4 actually is).
What you should be doing is ANDing the address with those bits. However, to my knowledge, there are no such commands in the vanilla game.
As such, your script will only work under very specific circumstances, (when the weather bits are set to 0x60) and not under all Sunny weather types. (It's possible to only have 0x20 set, or only 0x40 set).
Here's a code for clear smog:
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 0A 8A 10 F9 00 12 40 00 28 4E 69 1D 08
Yes, you need to download Pokemon game editor and use their team snagem item editor tool.
If your wondering how to change the trainers moves you must check the offset *when it asks you to repoint that number*
you must go there in a hex editor and find the moves and replace it with the new hex code because A-trainer won't be able to change it to the new moves itself.
You can do this very easily with a hex editor.
You need to go to the offsets 45A5A4 and 45A80C
These are the offsets for the TM data. Each TM is made up of two bytes
EDIT2: Everyone do this too. Update PGE's ini file (Open up PGE, goto Help > Update > ROM ini file). Then, go to where we were changing the pointers for the attack data and such, and there should be a new pointer at the bottom that says "AttackAnimationPointer"..
Don't worry, I tested it before posting and have had no problems. I got the code from Solarbeam and just changed the information contained at the pointers. I've used it under Sunny Day, Drought Sunny Day, Plain Weather, Rain, Sandstorm and Hail, on every turn, and so far it works 100%
I did some research, and I am due you an apology for this. It turns out that 0x4 and 0x5 ARE bitwise checks.
0x4 stands for (if any bits set, jump), and 0x5 stands for (if no bits set, jump). My bad. :( (Note, I checked this against the actual ASM, so I KNOW it's right :P)