User:Lagnic/Contest move effect data structure (Generation VI)
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The Contest move effect data structure is a 4-byte structure that determines the possible effects moves can have when used in the Generation VI Pokémon Contest Spectaculars.
Structure
Offset | Size (bytes) |
Type | Description |
---|---|---|---|
0 | 1 | Integer | Effect index (0-35) |
1 | 1 | Integer | Effect type (0-7) |
2 | 1 | Integer | Appeal |
3 | 1 | Integer | Jam |
Notes
Effects
Index | Effect Type | Appeal (hearts) |
Jam (hearts) |
Description |
---|---|---|---|---|
0 | 0 | 4 | 0 | Quite an appealing move. |
1 | 0 | 6 | 0 | A very appealing move, but after using this move, the user is more easily startled. |
2 | 0 | 8 | 0 | A move of huge appeal, but using it prevents the user from taking further contest moves. |
3 | 0 | 3 | 0 | An appealing move that can be used repeatedly without boring the audience. |
4 | 1 | 2 | 0 | Prevents the user from being startled one time this turn. |
5 | 1 | 1 | 0 | Prevents the user from being startled until the turn ends. |
6 | 2 | 2 | 3 | Startles the last Pokémon to act before the user. |
7 | 3 | 2 | 2 | Startles all of the Pokémon to act before the user. |
8 | 2 | 1 | 4 | Badly startles the last Pokémon to act before the user. |
9 | 3 | 1 | 3 | Badly startles all of the Pokémon to act before the user. |
10 | 4 | 3 | 0 | Makes audience expect little of other contestants. |
11 | 3 | 2 | 1 | Badly startles Pokémon that the audience has high expectations of. |
12 | 3 | 4 | 4 | Startles all other Pokémon. User cannot act in the next turn. |
13 | 3 | 2 | 1 | Badly startles Pokémon that used a move of the same type. |
14 | 4 | 2 | 0 | Makes the remaining Pokémon nervous. |
15 | 4 | 3 | 0 | Brings down the energy of any Pokémon that have already used a move this turn. |
16 | 5 | 2 | 0 | Works great if the user goes first this turn. |
17 | 5 | 2 | 0 | Works great if the user goes last this turn. |
18 | 5 | 1 | 0 | Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
19 | 5 | 1 | 0 | Shows off the Pokémon’s appeal about as well as the move used just before it. |
20 | 5 | 1 | 0 | Works better the later it is used in a turn. |
21 | 5 | 1 | 0 | Effectiveness varies depending on when it is used. |
22 | 5 | 2 | 0 | Works well if it is the same type as the move used by the last Pokémon. |
23 | 5 | 3 | 0 | Affected by how well the previous Pokémon’s move went. |
24 | 5 | 1 | 0 | Gets the Pokémon pumped up. Helps prevent nervousness, too. |
25 | 5 | 1 | 0 | Works well if the user is pumped up. |
26 | 6 | 3 | 0 | Causes the user to move earlier on the next turn. |
27 | 6 | 3 | 0 | Causes the user to move later on the next turn. |
28 | 6 | 3 | 0 | Scrambles the order in which Pokémon will move on the next turn. |
29 | 5 | 2 | 0 | Excites the audience in any kind of contest. |
30 | 3 | 2 | 1 | Badly startles all Pokémon that successfully showed their appeal. |
31 | 5 | 1 | 0 | Works better the more the crowd is excited. |
32 | 4 | 3 | 0 | Temporarily stops the crowd from growing excited. |
33 | 7 | 3 | 0 | Excites the audience a lot if used first. |
34 | 7 | 3 | 0 | Excites the audience a lot if used last. |
35 | 7 | 4 | 0 | Makes the audience quickly grow bored when an appeal move has little effect. |
Effect type
Effect Type | Description |
---|---|
0 | Move does not interact with other contestants |
1 | Prevents user from being startled |
2 | Startles the Pokémon that performed immediately before the user |
3 | Startles one or multiple Pokémon that have performed this round |
4 | Negatively affects other Pokémon |
5 | Appeal varies based on performance order, previous performances, audience excitement, or Pokémon condition |
6 | Affects performance order in next round |
7 | Affects audience excitement |
Appeal and Jam
To convert to the hearts seen in-game, values of appeal and jam are divided by 10.
Data Location
Contest data is found in a/2/4/2 which unpacks into 11 binary files:
00 | Contest move list (621 × 8 bytes) |
01 | Contest move effects (36 × 4 bytes) |
02 | Contest combinations (621 × 2 bytes + 1620 bytes) |
03 | Contestant data (69 × 36 bytes) |
04 | ??? (67 × 4 bytes) |
05 | ??? (36 bytes) |
06 | ??? (180 bytes) |
07 | ??? (204 bytes) |
08 | ??? (312 bytes) |
09 | ??? (732 bytes) |
10 | ??? (720 bytes) |
Fingerprint
00 00 28 00 // Quite an appealing move. 01 00 3c 00 // A very appealing move, but after using this move, the user is more easily startled. 02 00 50 00 // A move of huge appeal, but using it prevents the user from taking further contest moves. 03 00 1e 00 // An appealing move that can be used repeatedly without boring the audience. ... 23 07 28 00 // Makes the audience quickly grow bored when an appeal move has little effect.
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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. |