Move data structure (Generation III)

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Format

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
Affects whom byte
Priority byte
Contact byte
Padding 3 bytes
  • Affects whom determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved.
  • Priority determines the moves speed, for example EXTREMESPEED is faster than any other move.
  • Contact determines whether there is physical contact during the attack or not, for determining effects of certain abilities such as Static and Rough Skin.