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[ASM & Hex] [Script] Making shinies unfailable bc why not?

  • 476
    Posts
    7
    Years
    • Seen Feb 26, 2020
    I don't know if this requires a script, ASM, or hex, but essentially I wanna make it so that when you encounter a shiny, it has 100% catch rate (no need to weaken it, just throw the ball and there you go). This should be made to work on any species, including legendaries.
     
    Last edited:
    You can modify the catch rate calculation routine to trick the game into thinking a master ball was thrown. Either way, it will require ASM or C, as well as knowing how to determine if a pokemon is shiny or not.

    Here is some previous work to get you started.

    I developed a routine to include a dodge rate into the game. You can modify the first section to add a shiny pokemon check and branch to the following section if so:
    Code:
    	ldr r0, =(0x03004F90)
    	ldr r1, =(0x0802D688 +1)
    	bx r1

    Alternatively, here is some research into critical capture that breaks down the capture calculation routine. For someone with limited assembly skills, the former option would be easiest.
     
    You can modify the catch rate calculation routine to trick the game into thinking a master ball was thrown. Either way, it will require ASM or C, as well as knowing how to determine if a pokemon is shiny or not.

    Here is some previous work to get you started.

    I developed a routine to include a dodge rate into the game. You can modify the first section to add a shiny pokemon check and branch to the following section if so:
    Code:
    	ldr r0, =(0x03004F90)
    	ldr r1, =(0x0802D688 +1)
    	bx r1

    Alternatively, here is some research into critical capture that breaks down the capture calculation routine. For someone with limited assembly skills, the former option would be easiest.

    Oof. Looks like that's going to be difficult to implement. Thanks for the info, though! :D
     
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