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(Fixed an error on the Accuracy section, related to the scale, after checking the values in the actual game.) |
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=Format= | {{cleanup}} | ||
==Format== | |||
Every move in Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 12-byte data structure. | Every move in [[Pokémon Ruby and Sapphire Versions|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen Versions|FireRed, LeafGreen]], and [[Pokémon Emerald Version|Emerald]] has a 12-byte data structure. | ||
{| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | {| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | ||
Line 10: | Line 10: | ||
| Effect || byte | | Effect || byte | ||
|- | |- | ||
| Base | | [[power|Base Power]] || byte | ||
|- | |- | ||
| Type || byte | | [[Type]] || byte | ||
|- | |- | ||
| Accuracy || byte | | [[Accuracy]] || byte | ||
|- | |- | ||
| PP || byte | | {{PP}} || byte | ||
|- | |- | ||
| Effect accuracy || byte | | Effect accuracy || byte | ||
Line 22: | Line 22: | ||
| Affects whom || byte | | Affects whom || byte | ||
|- | |- | ||
| Priority || byte | | [[Priority]] || byte | ||
|- | |- | ||
| | | Flags || byte | ||
|- | |- | ||
| Padding || 3 bytes | | Padding || 3 bytes | ||
Line 35: | Line 35: | ||
# Numbers with no specific prefix or suffix are decimal. | # Numbers with no specific prefix or suffix are decimal. | ||
* '''Accuracy''' determines the move's accuracy. Divide this value by 100 to get the actual accuracy. In [[Generation I]], this value was 0-255 and divided by 256, which explains why sometimes attacks like {{M|Swift}} missed. This no longer happens in [[Generation III]]. This value is also set to 0 to reach 100% accuracy. | |||
* '''Effect accuracy''' determines probability that the effect associated with a given move will happen. Divide this value by 100 to get the actual effect's accuracy. So that, for instance, a value of 100 gives the player 100% chances for the effect to trigger. For yet-unknown reasons, some moves have this value set to 0 which results in 100% accuracy as well. | |||
* '''Affects whom''' determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved. The following table indicates which value matches a certain target type. | |||
{| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | {| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | ||
|- | |- | ||
| 0x00 || Selected target | | 0x00 || Selected target | ||
|- | |- | ||
| 0x01 || | | 0x01 || Depends on the attack | ||
|- | |- | ||
| 0x02 || Unused | | 0x02 || Unused | ||
|- | |- | ||
| 0x04 || Random target | | 0x04 || Random target | ||
Line 57: | Line 56: | ||
|- | |- | ||
| 0x40 || Opponent field | | 0x40 || Opponent field | ||
|} | |} | ||
Please note that it is | |||
* '''Priority''' determines the moves speed, | Please note that it is theoretically possible to combine those values. For example, the player could have a move with this value set to 0x18. This would mean it would affect everyone except the partner. But, no move seems to use such a combination in the games. Also, the special case 0x01 has a different target depending on the move. Counter targets the last attacker, while Metronome could target anything. | ||
* ''' | * '''Priority''' determines the moves speed. For example, {{M|ExtremeSpeed}} is faster than most other moves. This byte is signed, i.e. this value can be either positive or negative. If it is strictly less than 0x80 (128), then the player got the actual value. If not, the actual value equals: -1 * (256 - Current Value). Thus, value 0xFE (254) must be treated as -2 instead. | ||
* '''Flags''' determine additional properties of the move: | |||
<code>--fedcba</code><br> | |||
WARNING: Flags '''c''' and '''d''' are mutually exclusive. | |||
**'''a''' - This moves makes [[contact]] with the target. | |||
**'''b''' - This move is affected by {{m|Protect}}. | |||
**'''c''' - This move is affected by {{m|Magic Coat}}. | |||
**'''d''' - This move is affected by {{m|Snatch}}. | |||
**'''e''' - This move may be used with {{m|Mirror Move}} | |||
**'''f''' - This move is affected by the effects of [[King's Rock]]. The flinch effect is considered an additional effect for the purposes of {{a|Shield Dust}}, but not {{a|Serene Grace}}. | |||
* '''Padding''' consists of a sequence of 3 bytes. Each one of those bytes should be set to 0x00. | * '''Padding''' consists of a sequence of 3 bytes. Each one of those bytes should be set to 0x00. | ||
==Fingerprint== | |||
<pre> | |||
00 00 00 00 00 00 00 00 00 00 00 00 // - (used for unknown moves) | |||
00 28 00 64 23 00 00 00 33 00 00 00 // POUND | |||
2B 32 01 64 19 00 00 00 33 00 00 00 // KARATE CHOP | |||
1D 0F 00 55 0A 00 00 00 33 00 00 00 // DOUBLESLAP | |||
1D 12 00 55 0F 00 00 00 33 00 00 00 // COMET PUNCH | |||
00 50 00 55 14 00 00 00 33 00 00 00 // MEGA PUNCH | |||
22 28 00 64 14 64 00 00 32 00 00 00 // PAY DAY | |||
04 4B 0A 64 0F 0A 00 00 13 00 00 00 // FIRE PUNCH | |||
05 4B 0F 64 0F 0A 00 00 13 00 00 00 // ICE PUNCH | |||
06 4B 0D 64 0F 0A 00 00 13 00 00 00 // THUNDERPUNCH | |||
... | |||
</pre> | |||
{{data structure}}<br> | |||
{{Project Games notice|data structure}} |
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