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End45

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  1. Hello! So I have been messing around with the assembly code in explorers of sky for a while now. I saw this and thought it would be interesting to try to find the code that prevents partners of the same type as you from appearing in the list. And I managed to find the exact instruction that has to be removed (turned into a NOP instruction) to make it happen. I tested it with an european rom of EoS, but it should work for any other version since the code is probably the same. To change it yourself, open the rom in a hex editor and search for this sequence: 000195e7 000088e1 000019e1 0700001a 002094e5 701392e5 There should be only one match in the whole rom (0x001e0000 in my european version). Now you just need to replace 0700001a with 0000a0e1, save and try it out. Tell me if it works for you! Fun fact: You can even pick the same pokemon as player and partner
  2. The one that controls taunted status is Unk17, I've tested it. And i'm not sure about Unk16, it totally looks like it determines if a move can be used on a frozen target but I have also tested it and it's not that, you can't use tri attack on a frozen pokemon. Also Sacred fire is the only damage-dealing fire type move that has Unk16 = 1, and it affects frozen targets anyway. Edit: Unk11 is the max amount of times you can power up a move using Ginseng
  3. So I have been following this thread for a while and I have finally decided to register here and post something. First of all, thanks to Zerea for the move data spreadsheet, I've been trying to figure out the meaning of the unknown values for some time, and the data has been really useful to me. Now I will share my findings: Bitfield 2 Controls the way enemies use moves. It works the same way as bitfield 1: If a move has a value of 48, enemies will use it if there's a party member in the same room. You can try and give a value of 48 to some move like Tackle, enemies will try to hit you from far away (and obviously fail) For some reason certain moves have different values for bitfield 1 and 2 when they should be the same, for example Discharge has Bitfield 1 = 48 and Bitfield 2 = 64. Although it is a move which hits all enemies in the room, other pokemon will only try to attack you with it if you are up to 2 tiles away from them. Enemies (and I guess allies too) use the Unk6 value of a move as some sort of "weight". The larger this number is, the greater is the chance of a pokemon using it. A large value here means enemies will use the move constantly, and setting this to 0 causes pokemon not to use that specific move at all. Unk7 is that other accuracy value you were talking about. If the move misses due to this second accuracy, a different message appears (I think it's 'the move missed X' instead of 'the move failed to impact X') Unk10 is the number of times a move hits. 0 means it hits a random amount of times. Unk13 = 1 means the move is affected by Magic Coat Unk14 = 1 means the move is affected by Snatch If a move has an Unk15 value of 1, it can't be used under the muzzled status (caused by a silence orb). That's why biting moves all have Unk15 = 1 Unk17 = 1 means the move can be used while taunted Unk19 controls the message that comes up when the move is used. A value of 0 means default message, 1 would be the next string in the game ('Oh no! (Pokemon) chose (move)!') 2 = Regular attack message, and so on Orb-effect moves are easy to test, I just make a quicksave in a dungeon, edit the save file and add those moves to the team leader or the enemies: Famish: Decerases by 10 points the belly of all enemies in the room. Enemies/party members will act the same way as if they had eaten a hunger seed once they get affected 10 times by this move. Observer: Foe-Seal orb. Possess: Probably has something to do with the 'Possess Orb' from Mystery Dungeon 1. Using the move does nothing. Searchlight: Has the same effect as the luminous orb. Siesta: Same effect as the slumber orb. I hope that helped. Sorry if I made any grammar mistakes, English is not my first language. PS: @psy_commando, the sprite editor crashes for me every time I try to import/export sprite palletes (no matter if I save/load it as .txt or .pal). I don't have a github account to open an issue so I post it here.
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