Move Data Structure Documentation - BluRosie/hg-engine GitHub Wiki
Move Data Structure Documentation
Moves each have a simple structure detailing various properties of the move. Not much to cover here. All of them can be edited as part of hg-engine in armips/data/moves.s.
The full structure:
struct MoveData
{
u16 battleeffect;
u8 split;
u8 basepower;
u8 type;
u8 accuracy;
u8 pp;
u8 effectchance;
u8 target;
u8 priority;
u8 flags;
u8 appeal;
u8 contesttype;
}
A short description of each parameter:
battleeffectis thebattle_eff_seqscript that is run. See Move Scripting Systems Documentation.splitis the category the move has in the physical/special split, eitherMOVE_PHYSICAL,MOVE_SPECIAL, orMOVE_STATUSbasepoweris the base power of the move as it shows up in the summary screentypeis the move's typeaccuracyis the move's accuracy, expressed as a percent from 0-100ppis the base PP of the moveeffectchanceis the chance that secondary effects happen. Relic Song has aneffectchanceof 10 because it has a 10% chance to inflict sleep on the target.targetis the target of the move and is a bitfield (targets can be combined, I believe). It can have these values:MOVE_TARGET_SELECTEDMOVE_TARGET_DEPENDSMOVE_TARGET_RANDOMMOVE_TARGET_BOTHMOVE_TARGET_FOES_AND_ALLYMOVE_TARGET_USERMOVE_TARGET_USER_SIDEMOVE_TARGET_ACTIVE_FIELDMOVE_TARGET_OPPONENTS_FIELDMOVE_TARGET_ALLYMOVE_TARGET_ACUPRESSUREMOVE_TARGET_ME_FIRST
priorityis the priority rank of the move, i.e. Quick Attack has +1. Can be positive or negative.flagsis a bitfield describing parameters of the move. It can have these values:FLAG_CONTACTdetermines whether the move makes contact or not (for activation of Rough Skin, Static, etc.)FLAG_PROTECTdetermines whether or not the move is affected by Protect.FLAG_MAGIC_COATdetermines whether or not the move is affected by Magic Coat.FLAG_SNATCHdetemines whether or not the move can be stolen by Snatch.FLAG_MIRROR_MOVEdetermines whether or not the move can be copied by Mirror Move.FLAG_KINGS_ROCKdetermines whether or not the King's Rock's increased flinch chance applies to this move.FLAG_KEEP_HP_BARdetermines whether or not the HP Bar is kept during the move's animation.FLAG_HIDE_SHADOWdetermines whether or not the target's shadow is made invisible for the duration of the move.
appealhas something to do with contest effects and is unused in Heart Gold.contesttypehas something to do with contest effects and is unused in Heart Gold.
An example movedata entry is as follows:
movedata MOVE_KARATE_CHOP, "Karate Chop"
battleeffect 43
pss SPLIT_PHYSICAL
basepower 50
type TYPE_FIGHTING
accuracy 100
pp 25
effectchance 0
target MOVE_TARGET_SELECTED
priority 0
flags FLAG_KEEP_HP_BAR | FLAG_KINGS_ROCK | FLAG_MIRROR_MOVE | FLAG_PROTECT | FLAG_CONTACT
appeal 0x05
contesttype CONTEST_TOUGH
terminatedata
movedescription MOVE_KARATE_CHOP, "The foe is attacked\nwith a sharp chop.\nIt has a high\ncritical-hit ratio.\n"