Set chance of obtaining event raids, within the file
So the normal_encount block (and the rigel variants) contains data that corresponds to 2 important criteria:
1. What is amount of raid dens you get per reset? (Reset either being day reset, or a reset forced by the player clearing all the dens in that particular sub-region [Base Galar/IoA/CT].
This amount can be a range, tho all events thus far have a the low and high amount set to the same value.
2. Chance of getting the event raid from wishing piece.
Note: It rolls ROM versus Event den first. Then, only if it is a ROM den, it rolls Purple VS Red light.
ROM light colors adheres to a Rare Purple 12.5% and Common Red 87.5% ratio.
(reminder: to not include Event Red into this ratio)
Taking the value on the file to be n, take the percentage to be n / 16 x 100%.
Using the same n, ROM purple lights are calculated to be (1 - n) / 8.
Offsets for entries | Sword | Shield |
---|---|---|
Low amount on reset | 0x11C6 | 0x46 |
High amount of reset (Also doubles as n / 16 x 100) |
0x11C7 | 0x47 |
Credits to Anubis to test the various info and documenting them very clearly.
For more specifics, refer to the google sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vRV1kfoo9vTQMPDtWkJ51yXFz63ekeQYtLYLHBpXSpP3CTbozhwJf8QvNl5fM2q3p_oQw-zPGSFdJhW/pubhtml#
Pokemon Data within the file
The normalencount file which governs event raids, typically 0x8C-0x90 in size,
Though various start offsets are inconsistent through the file.
This page documents the various offsets found throughout the data structure, in terms of the event raid data.
Type | Offset | Notes (if any) |
---|---|---|
Ability | 0x03 |
0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA |
Gender | 0x04 |
0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] |
Set IVs | 0x05 | 0x0 to 0x6, representing guaranteed IVs |
Shiny Status | 0x06 |
0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) |
Host Catch Rate | 0x07 |
0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. |
Non-host Catch Rate | 0x08 |
0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. |
Nature | 0x09 |
Follows table of Natures 0x19 is Random |
Dynamax Level | 0x0A | 0 to 10. |
Entry Index | 0x0C | 1 to 30 (one for set for SW, one set for Shield) |
Species | 0x10 | |
Form | 0x14 | |
Level of Encounter | 0x18 | Hex -> Dec, representing level |
Gigantamax Factor | 0x1C |
0x0 Cannot Gigantamax 0x1 Can Gigantamax |
Probability Offset | 0x20 | |
Move 1 | 0x28 | Value is Move Index. |
Move 2 | 0x2C | Value is Move Index. |
Move 3 | 0x30 | Value is Move Index. |
Move 4 | 0x34 | Value is Move Index. |
Dynamax Boost | 0x38 |
Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP |
Number of attacks per turn | 0x40 |
Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). |
Shield Thickness | 0x44 | Hex -> Dec, representing amount of shields |
1st layer of Shield at HP% | 0x48 |
Convert the hex to dec. From 0 to 100, representing % of health to bring up shields |
Extra Move 1 | 0x4C | Value is Move Index. |
Extra Move 1 Priority | 0x50 |
0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn |
2nd layer of Shield at HP% | 0x54 |
Convert the hex to dec. From 0 to 100, representing % of health to bring up shields |
Extra Move 2 | 0x58 | Value is Move Index. |
Extra Move 2 Priority | 0x5C |
0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn |
Raid random drops | 0x60 | Refers to drop_rewards |
Raid fixed rewards | 0x68 | Refers to bonus_rewards |
Encounter chance data | 0x70 to 0x88 |
Length of the list of encounter probabilities. More specifically, 0x70 is usually 0, because that's the "padding" space when the 0x20 offset is 0x54. To be clear: 0x20+0x54 = 0x74 (or +0x50=0x70), so you can see how these fit together. 0x70/0x74 should always be 5. |
Type | Offset | Notes (if any) |
---|---|---|
Encounter chance list: | for anyone who doesn't want to calculate/think too hard about this.. | |
Encounter chance identifier? | 0x70 | Non Blank if it's the 1st 1★ raid |
Encounter chance (if 1st 1★ raid) | 0x74 | Encounter Chance value |
Encounter chance (if 1★ raid) | 0x78 | Encounter Chance value |
Encounter chance (if 2★ raid) | 0x7C | Encounter Chance value |
Encounter chance (if 3★ raid) | 0x80 | Encounter Chance value |
Encounter chance (if 4★ raid) | 0x84 | Encounter Chance value |
Encounter chance (if 5★ raid) | 0x88 | Encounter Chance value |
List of Hex offsets for every entry (starting from 5* Shield to 1* Sword)
[Basically think of it in reverse order, starts from largest randroll to lower randroll]
D8 |
168 |
1F8 |
288 |
318 |
3A8 |
438 |
4C8 |
558 |
5E8 |
678 |
708 |
798 |
828 |
8B8 |
948 |
9D8 |
A68 |
AF8 |
B88 |
C18 |
CA8 |
D38 |
DC8 |
E58 |
EE8 |
F78 |
1008 |
1098 |
1128 |
1258 |
12E8 |
1378 |
1408 |
1498 |
1528 |
15B8 |
1648 |
16D8 |
1768 |
17F8 |
1888 |
1918 |
19A8 |
1A38 |
1AC8 |
1B58 |
1BE8 |
1C78 |
1D08 |
1D98 |
1E28 |
1EB8 |
1F48 |
1FD8 |
2068 |
20F8 |
2188 |
2268 |
2348 |
Thanks TiddlyWinks for helping with compiling this. The info I had was incomplete :3
Recommended Comments
There are no comments to display.