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:
battleeffect
is thebattle_eff_seq
script that is run. See Move Scripting Systems Documentation.split
is the category the move has in the physical/special split, eitherMOVE_PHYSICAL
,MOVE_SPECIAL
, orMOVE_STATUS
basepower
is the base power of the move as it shows up in the summary screentype
is the move's typeaccuracy
is the move's accuracy, expressed as a percent from 0-100pp
is the base PP of the moveeffectchance
is the chance that secondary effects happen. Relic Song has aneffectchance
of 10 because it has a 10% chance to inflict sleep on the target.target
is the target of the move and is a bitfield (targets can be combined, I believe). It can have these values:MOVE_TARGET_SELECTED
MOVE_TARGET_DEPENDS
MOVE_TARGET_RANDOM
MOVE_TARGET_BOTH
MOVE_TARGET_FOES_AND_ALLY
MOVE_TARGET_USER
MOVE_TARGET_USER_SIDE
MOVE_TARGET_ACTIVE_FIELD
MOVE_TARGET_OPPONENTS_FIELD
MOVE_TARGET_ALLY
MOVE_TARGET_ACUPRESSURE
MOVE_TARGET_ME_FIRST
priority
is the priority rank of the move, i.e. Quick Attack has +1. Can be positive or negative.flags
is a bitfield describing parameters of the move. It can have these values:FLAG_CONTACT
determines whether the move makes contact or not (for activation of Rough Skin, Static, etc.)FLAG_PROTECT
determines whether or not the move is affected by Protect.FLAG_MAGIC_COAT
determines whether or not the move is affected by Magic Coat.FLAG_SNATCH
detemines whether or not the move can be stolen by Snatch.FLAG_MIRROR_MOVE
determines whether or not the move can be copied by Mirror Move.FLAG_KINGS_ROCK
determines whether or not the King's Rock's increased flinch chance applies to this move.FLAG_KEEP_HP_BAR
determines whether or not the HP Bar is kept during the move's animation.FLAG_HIDE_SHADOW
determines whether or not the target's shadow is made invisible for the duration of the move.
appeal
has something to do with contest effects and is unused in Heart Gold.contesttype
has 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"