Move data structure (Generation III)

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Revision as of 11:10, 15 February 2005 by Arty2 (talk | contribs) (→‎Specs)
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Specs

Every move in Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 12-byte data structure.

Move Data
Effect byte
Base power byte
Type byte
Accuracy% byte
PP byte
Effect Accuracy% byte
Who affects byte
Priority byte
Contact(?) byte
Divider (000000) 3 bytes
  • Who affects determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, field, opponent field (Spikes only) and depended (counter moves and random ones).
  • Priority determines the moves speed, for example EXTREMESPEED is faster than any other move.
  • Contact(?) possibly determines whether there is physical contact during the attack or not.
  • The last 3 bytes just divide the entries.