Move data structure (Generation III)

Each move in Pokémon Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 12-byte data structure associated with it. All values except for priority are unsigned integers.

Notes

Move Data
size
(bytes)
offset
(decimal)
Effect 1 0
Base Power 1 1
Type 1 2
Accuracy 1 3
PP 1 4
Effect accuracy 1 5
Affects whom 1 6
Priority 1 7
Flags 1 8
Padding 3 9

Effect

Index used internally to uniquely identify each possible effect (see battle_move_effects.h for labels).

Accuracy

Determines the move's accuracy. Divide this value by 100 to get the actual accuracy of the move. In Generation I, this value was 0-255 and divided by 256, which explains why sometimes attacks like 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.

0x00 Selected target
0x01 Depends on the attack
0x02 Unused
0x04 Random target
0x08 Both foes
0x10 User
0x20 Both foes and partner
0x40 Opponent field

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 priority. For example, 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

Determines additional properties of the move: --fedcba

    • a - This moves makes contact with the target.
    • b - This move is affected by Protect.
    • c - This move is affected by Magic Coat.
    • d - This move is affected by Snatch.
    • e - This move may be used with 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 Shield Dust, but not Serene Grace.
      • Flags c and d are mutually exclusive.

Padding

Consists of a sequence of 3 bytes to fill extra space (likely to pad out the structure to a multiple of 4). Each one of those bytes should be set to 0x00.

Storage

Data location

Move structures are stored at the following offsets in the GBA's RAM, according to the move's index (starting at index 0).

Game Address
RubyUS 0x081FB12C
SapphireUS 0x081FB0BC
EmeraldUS,EUR 0x0831C898
FireRedUS,EUR 0x08250C04
LeafGreenUS,EUR 0x08250BE0

Fingerprint

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
...

Links

Data structure in the Pokémon games
General Character encoding
Generation I Pokémon speciesPokémonPoké MartCharacter encoding (Stadium) • Save
Generation II Pokémon speciesPokémonTrainerCharacter encoding (StadiumKorean) • Save
Generation III Pokémon species (EvolutionPokédexType chart)
Pokémon (substructures) • MoveContestContest moveItem
Trainer TowerBattle FrontierCharacter encoding (GameCube) • Save
Generation IV Pokémon species (EvolutionLearnsets)
PokémonSaveCharacter encoding (Wii)
Generation V–present Character encoding
Generation VIII Save
TCG GB and GB2 Character encoding
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