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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
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| Move Effect |
1 byte
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| Contest Type |
1 byte
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| Combo Identifier |
1 byte
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| Combos |
4 bytes
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| Padding |
1 byte
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- 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
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| 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
...
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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.
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