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Format
Every move in Pokémon Ruby, Sapphire, and Emerald has a 8-byte data structure associated with it which contains information about its use in Contests. Contests do not feature in FireRed or LeafGreen, so this data is not included.
Contest Move Data
|
Move Effect |
1 byte
|
Contest Type |
1 byte
|
Combo Identifier |
1 byte
|
Combos |
4 bytes
|
Padding |
1 byte
|
- Move Effect indexes the Contest data structure and determines this move's appeal and jam values (see Contest data structure), and also indexes a message array elsewhere that determines what message is displayed in a Pokémon's SUMMARY when the player views the move's Contest data (e.g. "A highly appealing move").
- 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
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2 |
Cute
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3 |
Smart
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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 four combo identifiers, identifying Contest combinations for which it may be used as the second move.
- Padding consists of a single byte, set to 0x00, that 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