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Posted (edited)

Yeah, didn't see a topic for this, so I figured, "Why not start one?" :B

EDIT: Narc is a/0/2/1.

[u]Fire Punch[/u]
[color="#cc0000"]09[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00CCCC"]00 00[/color] [color="#00CCFF"]04[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]04 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00
[u]Blaze Kick[/u]
[color="#cc0000"]09[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]55[/color] [color="#a5d800"]5a[/color] [color="#00CC00"]0a[/color] [color="#00CCCC"]00 00[/color] [color="#00CCFF"]04[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]01[/color] [color="#FF707B"]00[/color] [color="#999999"]c8 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] 49 00 00 00
[u]Ice Punch[/u]
[color="#cc0000"]0e[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]03[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]05 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00
[u]ThunderPunch[/u]
[color="#cc0000"]0c[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]01[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]06 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00
[u]Glare[/u]
[color="#cc0000"]00[/color] [color="#FF4500"]01[/color] [color="#FFA500"]00[/color] [color="#CCCC00"]00[/color] [color="#a5d800"]5a[/color] [color="#00CC00"]1e[/color] [color="#00cccc"]01 00[/color] [color="#00CCFF"]01[/color] [color="blue"]00[/color] [color="#6600FF"]00 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]43 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] 58 00 00 00

Byte 00 (09): Type

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Byte 01 (04): Mechanics flags? I don't really know... (involves attacks making contact and affected by Protect/Detect/Quick Guard/Wide Guard and status moves being reflected by Magic Coat/Bounce)

Byte 02 (01): Damage Category

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Byte 03 (4b): Base Power (should be obvious)

Byte 04 (64): Base Accuracy (again, obvious; although setting it to 65/101 will make the move never miss, like Swift)

Byte 05 (0f): Base PP

Bytes 06 & 07 (00 00): Unknown.

Byte 08 (04): Secondary Effect 1 - Status

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Byte 09 (00): Unknown; maybe linked to 08?

Bytes 0a & 0b(0a 01): Secondary Effect 1 - Percentage (should be obvious)

Bytes 0c & 0d(00 00) Unknown

Byte 0e (00): Chance for critical hits

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Byte 0e (00) Unknown.

Bytes 0f-1e (04 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53): No clue; though Byte 20 seems to be c9 for every move boosted by Iron Fist, and 49 and 58 for other moves.

Bytes 20 & 21 (c9 00): More mechanics flags.

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Bytes 22 & 23 (00 00): Unknown, possibly padding.

So yeah, let's experiment with move modification, shall we?

Edited by Numbuh 214
Posted

you data is not complete , so i not give you my research data :P since is not complete, i just research another data is more important than this. sorry...

i remember old thread was discover that narc file, but i not remember for link~ and why someone not create new thread for move data....

  IAL32 said:
Certainly, but how avout giving us the narc?

is on a/0/2/1.....

Posted

There is also Stat reducing moves (Crunch), and stat increasing moves (Charge Beam)

Also consider Flinching moves (Bite).

I took a quick look at the process of the battle RNG (RAM related) to see what calcs happened when, it's probably calculated for each byte of data from the narc.

Posted (edited)

Byte 01-->Yes, is Mechanic Flags

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[u]Sheer Cold Data[/u]
[color="#cc0000"]0E[/color] [color="#FF4500"]09[/color] [color="#FFA500"]02[/color] [color="#CCCC00"]01[/color] [color="#a5d800"]1E[/color] [color="#00CC00"]05[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]00[/color] [color="blue"]00[/color] [color="#6600FF"]00 00[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00 [/color]00[color="#999999"] 26 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53 48 00 00 00[/color]

Byte 00(0E)-->Ice type

Byte 01(09)-->OHKO

Byte 02(02)-->Special Move

Byte 03(01)-->Base Power(i think is 01 cause inflict damage to the opponent)

Byte 04(1E)-->30% Accuracy

Byte 05(05)-->5 Base PP

Byte 08(00)-->No secondary effect

Hope it helped :D

Edited by IAL32
Posted

type1 = reader.ReadByte()
effectcategory = reader.ReadByte()
category = reader.ReadByte()
power = reader.ReadByte()
acc = reader.ReadByte()
pp = reader.ReadByte()
priority = reader.ReadInt8()
hits = reader.ReadByte()
minhits = hits & 0xf
maxhits = hits >> 4
resulteffect = reader.ReadInt16()
effectchance = reader.ReadByte()
status = reader.ReadByte()
minturns = reader.ReadByte()
maxturns = reader.ReadByte()
crit = reader.ReadByte()
flinch = reader.ReadByte()
effect = reader.ReadUInt16()
targethp = reader.ReadInt8()
userhp = reader.ReadByte()
target = reader.ReadByte()
stats = []#Stats affected
magn = []#How much stat gets affected
schance = []#Likeliness of effect
for i in range(3):
stats.append(reader.ReadByte())
for i in range(3):
magn.append(reader.ReadInt8())
for i in range(3):
schance.append(reader.ReadByte())
reader.Accel(2)
flags = reader.ReadUInt16()

Flags

0x1 Causes Contact
0x2 Requires Charge
0x4 Requires Recharge
0x8 Blocked by Protect (and Detect)
0x10 Can be reflected by Magic Coat
0x20 Can be snatched
0x40 Can be reflected by Mirror Move
0x80 Punch move
0x100 Sound move
0x200 Affected by Gravity
0x400 Melts frozen targets
0x800 Hits far opponent in triple battles
0x1000 Healing move
0x2000 Hits through Substitute

Posted
  IAL32 said:
Certainly, but how avout giving us the narc?

*facepalm* It's ALWAYS something I forget. Sorry, it was like 1 in the morning and I had started on that a few hours ago, forgotten about it, and quickly finished it before going to bed. I'll edit that in, along with the mechanic flags.

Posted

Added some mechanic flags

Byte 09-->Caused Effect

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  • 2 months later...
Posted (edited)

Ok, I have one question. I thought I had found Cut, at 0C 21 I wanted to change it to a Grass type (so I changed the 00 on Byte 0 to a 0B) and then I went to go change the power to 70, but When I looked that the byte for the base power, I translated it to Decimal just to be safe, and it was 33, which is not Cut's base power. And the hex for byte 2 (Damage category) said 0C? I'm confrazzled.... =/

Edit, I did see another 0C 21, but the byte for the base power still converted to 33 in decimal.

Edit2: Nevermind, I calculated it wrong.

Edit3: Nevermind again, I think I actually did calculate it correctly.

Edited by pkmntrainerBW
  • 1 month later...
Posted

Hello, I have a question. I wanted to know if anyone know the hex/byte data I need to edit to change Giga Impact from being a charge move, to become a recoil move similar to that of head smash(basically normal type version of head smash). I realize this is moreso an undeserved favor, I would do it myself, but I am uncomfortable with changing(I usually edit one or two things within the hex of a narc, not the most of the hex itself.) i would really appreciate this. thanks in advance.

  • 10 months later...
Posted

The address of giga impact is 06FBE234 in BW.

By the way, do anyone know about how to get the move Petal Dance to have no special effect(so that the user can select another move after this move is used)?

I tried both modifying the hex numbers, and using the bw move editor created by OxNITE, but neither worked.

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