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[ASM & Hex] [FireRed] Critical Hit Chances

  • 31
    Posts
    7
    Years
    Hello folks!

    Well, I have the intention to include some RBY mechanics in FireRed, and thanks to some of people here, I was successful with some of them (i.e.: Hyper Beam glitch, full EVs/DVs and basic stuff).

    But in RBY, the critical hit rate of a pokémon is given by its base speed:

    CH = BaseSpeed / 512

    For moves with high critical hit rate, the chance is multiplied by 8.

    CH(Slash and his pals) = BaseSpeed / 64

    _______________

    I'd like to know if there's a way to make a similar mechanic in in FireRed, without using decomp - with the Critical Hit chance being affected by the base speed of a Pokémon.

    Thanks for your time!
     
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