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cpan1

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Posts posted by cpan1

  1. Any specific problems?

    But in a nutshell, open up narc with BWOE and extract the images you need.

    If the images are of different formats (e.g. different sizes) then you need to copy sprites from Bianca's pngs to Rosa's png files.

    Make sure that the images match up (face direction, walking, etc), and that you use only a maximum of 16 colors (1 background + 15 for actual image).

    Reinsert narc.

  2. rnK5r.png

    Base Power: How much base damage it does

    Accuracy: Chance of hitting

    PP: How much power points it has (how many times you can use the move

    Priority: Does it move normally, or does it move first (e.g. quick attack) or last (e.g. roar) - Higher -> First, Lower -> Last (More)

    Multihit: Is it a move like double-slap, pin-missle, etc, etc. If so, how many times max?

    Trap Turns: Does it trap you like fire spin and the like? If so, min/max?

    Crit Stage: http://www.serebii.net/games/criticalhits.shtml <-Check stages

    Flinch %: Chance that opponent will flinch

    Effect Code: Move effect codes (special things it will do) I can't find the list right now so I'll just leave it at that...

    DMG Heal %: How much will it heal the target?

    Quantity: Not sure

    Type: Fire, water, etc, etc

    Category: Does it do damage? Or status? Or both?

    Class: Physical Attack or Special Attack

    Targeting: Does it hit your allies? Foes? And which ones?

    Inflict: What status can it inflict?

    Inflict %: Chance of above.

    Stat, Stage, %: Which stat, how much to rise/fall, chance of it.

    If you are not sure of anything, use Bulbapedia, Serebii, Smogon, etc, and look up battle system mechanics.

  3. Yes, extract and decompress. Otherwise, there will be no offset 0x3A37C. The entire table is based off of 0x0, 0x2, 0x4, and 0x8.

    I'm not really sure where that 14 came from...

    typedef enum

    {

    TYPE_NORMAL = 0x0,

    TYPE_FIGHT = 0x1,

    TYPE_FLY = 0x2,

    TYPE_POIS = 0x3,

    TYPE_GROUND = 0x4,

    TYPE_ROCK = 0x5,

    TYPE_BUG = 0x6,

    TYPE_GHOST = 0x7,

    TYPE_STEEL = 0x8,

    TYPE_FIRE = 0x9,

    TYPE_WATER = 0xA,

    TYPE_GRASS = 0xB,

    TYPE_ELEC = 0xC,

    TYPE_PSY = 0xD,

    TYPE_ICE = 0xE,

    TYPE_DRAGON = 0xF,

    TYPE_DARK = 0x10,

    } PokeType;

    The Table:

         0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 <- Defending Type
    0x00: 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x00 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 
    0x01: 0x08 0x04 0x02 0x02 0x04 0x08 0x02 0x00 0x08 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 
    0x02: 0x04 0x08 0x04 0x04 0x04 0x02 0x08 0x04 0x02 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 
    0x03: 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x00 0x04 0x04 0x08 0x04 0x04 0x04 0x04 0x04 
    0x04: 0x04 0x04 0x00 0x08 0x04 0x08 0x02 0x04 0x08 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 
    0x05: 0x04 0x02 0x08 0x04 0x02 0x04 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 0x08 0x04 0x04 
    0x06: 0x04 0x02 0x02 0x02 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x08 0x04 0x08 0x04 0x04 0x08 
    0x07: 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 
    0x08: 0x04 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x04 0x08 0x04 0x04 
    0x09: 0x04 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 0x02 0x02 0x08 0x04 0x04 0x08 0x02 0x04 
    0x0A: 0x04 0x04 0x04 0x04 0x08 0x08 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x04 0x02 0x04 
    0x0B: 0x04 0x04 0x02 0x02 0x08 0x08 0x02 0x04 0x02 0x02 0x08 0x02 0x04 0x04 0x04 0x02 0x04 
    0x0C: 0x04 0x04 0x08 0x04 0x00 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x02 0x04 
    0x0D: 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x00 
    0x0E: 0x04 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x02 0x02 0x02 0x08 0x04 0x04 0x02 0x08 0x04 
    0x0F: 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x04 
    0x10: 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02
    ^Attacking Type

    With 0x00 = No Damage, 0x02 = 1/2 Damage, 0x04 = Normal Damage, and 0x8 = 2x Damage

    Makes Perfect Sense: Attacking Type: 0x08 (Steel), Defending Type 0xA (Water): You get 0x02 - > 1/2 Damage (Steel isn't very effective against water)

  4. Just noticed, you're on the original B1W1, not B2W2 right? If so, FYI

    ** the type chart in white 1 is @ 21F049C. 3A37C in overlay 93 in white 1.

    Anyways, you need to uncompress the overlays with Blz (see here for more info: http://projectpokemon.org/forums/showthread.php?27143-How-do-you-edit-TM-moves&highlight=overlay), open up the correct overlay, and go to the offset.

    The subtraction was based off of this: In the grand scheme of things, file A starts at offset X and file B starts at offset Y, with Y>X (so B is located in A); You need to find where B is relative to A, so you do Y - X = Z which is the location of B within A.

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