Contest move data structure (Generation III): Difference between revisions
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| Contest Type || byte | | Contest Type || byte | ||
|- | |- | ||
| | | Combo Identifier || byte | ||
|- | |||
| Combos || 3 bytes | |||
|- | |- | ||
| Padding || 2 bytes | | Padding || 2 bytes | ||
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| 4 || Tough | | 4 || Tough | ||
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*'''Combo Identifier''': An identifier used in the next 3 bytes for the purposes of identifying the first move in a [[contest combination]]. | |||
*'''Combos''': This is a list of up to three combo identifiers, identifying contest combinations for which it may be used as the second move. | |||
* '''???''' contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest. | * '''???''' contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest. |
Revision as of 22:11, 12 May 2011
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Format
Every move in Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 8-byte data structure associated with it which contains information about its use in contests.
Contest Move Data | |
---|---|
Description ID | byte |
Contest Type | byte |
Combo Identifier | byte |
Combos | 3 bytes |
Padding | 2 bytes |
- Description ID determines what message is displayed in a Pokémon's SUMMARY when you look at the move's Contest data (eg. "A highly appealing move"). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move's appeal and jam values (see Contest data structure in Generation III).
- Contest Type indicates the type of contest this move should be used in. See the table below for a list of possible values and their meaning.
0 | Cool |
1 | Beauty |
2 | Cute |
3 | Smart |
4 | Tough |
- Combo Identifier: An identifier used in the next 3 bytes for the purposes of identifying the first move in a contest combination.
- Combos: This is a list of up to three combo identifiers, identifying contest combinations for which it may be used as the second move.
- ??? contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.
- Padding consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (aligns the structure on 4-bytes boundaries).
Fingerprint
00 00 00 00 00 00 00 00 // - 00 04 3c 00 00 00 00 00 // POUND 25 04 00 03 00 00 00 00 // KARATE CHOP 11 04 00 3c 00 00 00 00 // DOUBLESLAP 23 04 00 00 00 00 00 00 // COMET PUNCH 00 04 00 03 1a 00 00 00 // MEGA PUNCH 2e 03 00 00 00 00 00 00 // PAY DAY 00 01 2d 09 2c 2e 00 00 // FIRE PUNCH 00 01 2e 2c 2d 00 00 00 // ICE PUNCH ...
See also
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This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |