Move data structure (Generation III): Difference between revisions

m
no edit summary
(Slight edit to "affects whom" table)
mNo edit summary
Line 1: Line 1:
<!--Linkify. -->
<!--Linkify. -->
=Format=
==Format==
 
Every move in [[Pokémon Ruby and Sapphire|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen|FireRed, LeafGreen]], and [[Pokémon Emerald|Emerald]] has a 12-byte data structure.
Every move in [[Pokémon Ruby and Sapphire|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen|FireRed, LeafGreen]], and [[Pokémon Emerald|Emerald]] has a 12-byte data structure.


Line 34: Line 33:
# Numbers prefixed with "0" are octal.
# Numbers prefixed with "0" are octal.
# 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.
* '''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 you 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.
* '''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 you 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.
* '''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"
|-
|-
Line 58: Line 56:
| 0x40 || Opponent field
| 0x40 || Opponent field
|}
|}
Please note that it is theorically possible to combine those values. For example, you could have a move with this value set to 0x18. This would mean it would affect everyone except 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.
Please note that it is theorically possible to combine those values. For example, you could have a move with this value set to 0x18. This would mean it would affect everyone except 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 any other move. This byte is signed, i.e. this value can be either positive or negative. If it is stricly less than 0x80 (128) then you got the actual value. If not, the actual value equals: -1 * (256 - Current Value). Thus, value 0xFE (254) must be treated as -2 instead.
* '''Priority''' determines the moves speed, for example {{M|ExtremeSpeed}} is faster than any other move. This byte is signed, i.e. this value can be either positive or negative. If it is stricly less than 0x80 (128) then you got the actual value. If not, the actual value equals: -1 * (256 - Current Value). Thus, value 0xFE (254) must be treated as -2 instead.
5,080

edits