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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

The type of the move.

00 - Normal

01 - Fight

02 - Flying

03 - Poison

04 - Ground

05 - Rock

06 - Bug

07 - Ghost

08 - Steel

09 - Fire

0A - Water

0B - Grass

0C - Electric

0D - Psychic

0E - Ice

0F - Dragon

10 - Dark

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

What kind of damage this move deals.

00 - status

01 - physical

02 - special

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

01 - paralysis

02 - poison

03 - freeze

04 - burn

05 - toxic poison

12 - flinch

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

00 - normal

01 - increased one stage

02-05 - presumably increased 2-5 stages, but I have yet to test this

06 - constant (always crits like Mountain Storm or Frost Breath)

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.

Byte 20:

01 - Causes Contact
02 - Requires Charge
04 - Requires Recharge
08 - Blocked by Protect (and Detect)
10 - Can be reflected by Magic Coat
20 - Can be Snatched
40 - Can be reflected by Mirror Move
80 - Punch move

Byte 21:

01 - Sound move
02 - Fails when Gravity is in effect
04 - Melts frozen targets
08 - Hits far opponent in triple battles
10 - Healing move
20 - Hits through Substitute

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

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

Edited by Numbuh 214
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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....

Certainly, but how avout giving us the narc?

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

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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.

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Byte 01-->Yes, is Mechanic Flags

00-->No secondary effect

01-->Secondary effect(inflict status, poison, paralysis, freeze, ecc...)/No damage

02-->Secondary effect(affect stats)/No damage

03-->Secondary effect(heal status)/No damage

04-->Secondary effect(inflict status)/Damage

05-->Secondary effect(confuses opponent, raises stat)/???

06-->Secondary effect(lower's opponent's stats)/Damage

07-->Secondary effect(lower's user's stats)/Damage

08-->Secondary effect(heal from partition)/Damage

09-->Secondary effect(One Hit Knock Out)

0A-->In-Battle(affect the entire field)

0B-->In-Battle(affects one party)

0C-->In-Battle(forces switch)

0D-->Miscellaneous "Gimmick Moves"; no direct damage

[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
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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

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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.

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Added some mechanic flags

Byte 09-->Caused Effect

00-->No effect

01-->Paralazyng move

02-->Sleeping move

03-->Freeze move

04-->Burn move

05-->Poisoning moves(including Toxic)

06-->Confusing move

07-->Infatuating moves

08-->Trapping Moves

09-->Nightmare

0A-->???

0B-->???

0C-->Torment

0D-->Disable

0E-->Yawn

0F-->Heal Block

10-->Removes opponent's type immunity

11-->Leech Seed

12-->Embargo

13-->Perish Song

14-->Ingrain

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  • 2 months later...

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
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  • 1 month later...

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.

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  • 10 months later...

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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