Changes to pokemon database guide

Discussion in 'Database Modifications' started by coyotte508, Jan 5, 2012.

  1. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Here's the topic to tell about how to change parts of PO.

    Wiki article here (badly formatted, help)

    Editing movepools

    Just use the MoveMachine executable, and press Ctrl + S.

    Editing move/abiltiy/... characteristics

    If you want a good text editor for this use Notepad++.

    There's a folder, db/moves, that contains info for a lot of moves. You can see some folders named 1G, 2G, 3G, 4G, 5G, with in each of them the power for some moves and all. Each line begins by a number, that's the number of the move associated. You can find the number of a move by looking at db/moves/moves.txt. Or you can get number of the moves from here.

    If you want to do custom subgen changes for moves, (for subgen being 1 or more), create a folder named Subgen X and put the files with the changes there. You only need to put the changes, no need to put the whole files from the main gen folder.

    The same applies for abilities, items, pokemon types & base stats...

    Move stat mods:

    Stat changes are tricky. +1atk, etc. The files you want to look at are stataffected.txt, boostofstats.txt, rateofstat.txt.

    Each line in those files contain three numbers, for three possible different stat boosts. To obtain the first number, delete by 65536. To obtain the second number, remove the first number and delete bby 256. To obtain the third number, remove the 1st and the 2nd number.

    By the way, 255 is -1, 254 is -2, etc.

    stataffected.txt give the stat for which the boost is applied (1= Atk, 2=Def, 3=Sp Atk, 4=Sp Def, 5=Speed, 6=Accuracy, 7=Evasion, 8=All stats). boostofstat.txt gives the boost applied (-1, +1, +12, ...) and rateofstat.txt gives the chance of the boost change taking effect (and 0 = 100% change) in percentage.

    Let's take growth for example. It's move 75.

    In stataffected.txt you have: 66304 which is 65536*1 + 256*3. From that you can deduce that the stats affected are Atk and Sp Atk.
    In boostofstat.txt you have: 65792 which is 65536*1 + 256*1. From that you can deduce that the boosts are +1 and +1.

    If you take a look at Leer, you'll see that in boostofstat.txt you have 16711680, which is 65536 * 255. As 255 = -1, leer's boost is -1.

    Flags

    Look in db/moves/XG/flags.txt

    You'll see numbers, they're flags for what the move can do. Here is the list of flags:

    Code (c++):
    1.  
    2.         ContactFlag = 1, // Is the move a contact move
    3.         ChargeFlag = 2, // Is the move a charging move? not used by PO yet
    4.         RechargeFlag = 4, // Is the move a recharging move? not used by PO yet
    5.         ProtectableFlag = 8, //Can the move be protected against
    6.         MagicCoatableFlag = 16, //Can the move be magic coated
    7.         SnatchableFlag = 32, //Can the move be snatched
    8.         MemorableFlag = 64, //Can the move be mirror moves
    9.         PunchFlag = 128, //Is the move boosted with Iron Fist
    10.         SoundFlag = 256, //Is the move blocked with SoundProof
    11.         FlyingFlag = 512, //Is the move an invulnerable move (shadow force/...)? not used by PO yet
    12.         UnthawingFlag = 1024, // Does the user of this move unthaw when frozen?
    13.         PulsingFlag = 2048, // Can this move reach targets far across in triples?
    14.         HealingFlag = 4096, //Can this move be blocked with Heal Block
    15.         MischievousFlag = 8192// Can this move bypass substitute?
    16.  
    List the flags you want for your move, add them, and you got your flag number.

    --

    For you linux people, there's a script allowing to edit the database easily: http://pokemon-online.eu/forums/showthread.php?9385-Pokemon-Data-Editor

    --

    Note that this is really incomplete, there were topics with more bit of info but I can't find them. If something's not there, don't hesitate to ask so i can add it to this guide.
     
    Last edited: Jul 21, 2012
  2. Black Mother

    Black Mother Member

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    Great thread! I've been dying to know what these numbers mean and how they are calculated...

    Also, you might want to add something like this to the topic:

    -----------
    None0.txt

    1 = Attack
    2 = Defense
    3 = Special Attack
    4 = Special Defense
    5 = Speed
    6 = Accuracy
    7 = Evasion
    8 = All stats

    None0.txt modifies which stat is increased or decreased for a move.
    Use this equation in order to know which number is used for each move for stats that you want to be changed:

    65536 * (Stat number you want to be changed) = xxx

    xxx = is the number which you use for the line of the move you want to modify.
    -----------

    Oh you posted it already...
    -_______- Sorry.
     
    Last edited: Jan 5, 2012
  3. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Nope, don't be sorry! Also all formatting improvements are welcomed to the OP.
     
  4. Black Mother

    Black Mother Member

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    By the way you should add these somewhere:

    Notepad++
    and http://bulbapedia.bulbagarden.net/wiki/List_of_moves

    Mainly because Notepad++ extremely helps in seeing where which line is which (I've been counting the lines with Wordpad up until now <____<)
    And because Bulbapedia lists the moves in order as stated.
    So yeah this could save a TON of time for somebody like myself who wants to edit things like this.

    Also... for None2.txt, you said 0 = 100% chance of the effect happening. How do you calculate which number equals which chance? (Because this isn't like the accuracy.txt file where you can just put 80% or 100% accuracy as you want lol)
     
  5. Mystra

    Mystra Active Member

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    I wonder how MoveMachine breaks with mods… :}
     
  6. eric the espeon

    eric the espeon is an espeon.

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    This'd be good to have on the wiki I think, probably at Pokémon Online/Database modification, then I can fix little things+add (I've made two modded servers and helped with a third), and all the edit history is there :). And for stat changes in none files, could you do an example with Curse or another complex stat changing move if it's stored there?
     
  7. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Nope. Curse doesn't work like that since it has an alternate effect, neither does shell smash as it does 5 different stat changes and the file can only hold 3. Don't hesitate to make a wiki article with all what's in the OP, then i can just link to it and edit it instead of the forum OP, but i'm more comfortable with starting the discussion on a forum post.
     
  8. eric the espeon

    eric the espeon is an espeon.

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    Right, and I put it up. Probably makes sense to have the topic too, will get noticed more and people can ask questions easier.
     
  9. Black Mother

    Black Mother Member

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    Alright, so as I asked...

    I think there should be a formula posted in the OP for how to edit the chance of the effects happening in "None02.txt". The only piece of information I've gathered is that 0 = 100% chance (as you said). So I would like to know how exactly a number percent is calculated for this.
    Examples:
    Zap Cannon : Line 191
    Code: 3276800 (50%)

    Some moves have numbers when they don't even have a chance to lower a stat or cause a status...
    Examples:
    Line : 243 Psych Up
    Code: 1310720

    Line : 452 Aqua Jet
    Code: 4587520

    As you can see.. these seem pretty confusing and I couldn't really come up with a formula as to how these numbers were assigned. So an explanation on this would be extremely helpful. Thanks!
     
  10. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Zap Cannon : Line 191
    Code: 3276800 (50%)

    Uh no. Zap cannon does not change stats, it changes status, so the None*.txt files are irrelevant.

    For Aquajet and Psych Up, since there's no stat affected in None0.txt, None2.txt is irrelevant.
     
  11. Black Mother

    Black Mother Member

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    Alright, I listed some flawed examples, my apologies. Let's try this again:

    Line 415: Earth Power
    Code: 655360
    Chance to lower stat: 10%

    Line 243: Crunch
    Code: 1310720
    Chance to lower stat: 20%

    How would I be able to change these percentages? For example, I'd like to make Octazooka so that it has a 40% chance to lower accuracy. What numbers would I multiple this with? (I know I'm being annoying, but this is probably the last thing I'd like to know since I found out almost everything else already)
     
  12. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Earth Power: 655360 = 65536*10, so 10%.
    Crunch: 1310720 = 65536*20 = 20%
     
  13. Black Mother

    Black Mother Member

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    Oh wow... *dumb* That simplifies everything.

    So you just multiple 65536 by the number accuracy you want lmao. Thanks a lot.
     
  14. wyndamn

    wyndamn Member

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    Hi guys, im currently trying to edit the move featherdance into being a +1 in both, spa & spe, but i think im having a bit of trouble understanding the outcome number that im suppose to get.

    In this case what i been doing is multiplying 65536 (base number) * 3 (spa) + 256 * 5 (Spe) = 984320 (spa & spe) that´s in note00. and then to specify the boost those stats will receive i do 65536 (base number) *1 (quantity) + 256 (boost) * 1(quantity) = 65792 (+1 and +1 boost) for note 01. I want to know if this is correct, before i can implement this on my future server, since i do not know how to test this by myself alone and to make sure that im getting this.

    One thing im curious about also is about the 256 value. If you want positive boost should you always use only 256 to multiply? and in case of negatives (drops) then substract the quantity of the drop before multiplying?

    For ability modifying it will be also good to point in the OP this list http://bulbapedia.bulbagarden.net/wiki/List_of_abilities when editing the "poke_ability(1,2,3)_5G" files in the "Pokes" Folder for 5th gen, since you can select and place that list by their number order, which is in the same exact order of the files (except for cacophony of course that should be treated as a 0 or nulified there)

    Also i want to report that the MoveMachine program isnt displaying all the moves of a pokémon if they have a very long list of known moves, as for example with raikou or garchomp, you will be able to see all the first moves, but will be unable to check the last ones on the bottom of the list.
     
  15. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Featherdance sounds about right.

    Negative drops: -1 = 255, -2 = 254, ...
     
  16. Black Mother

    Black Mother Member

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    @wyndamn
    Stat Digit:
    1 = Attack
    2 = Defense
    3 = Special Attack
    4 = Special Defense
    5 = Speed
    6 = Accuracy
    7 = Evasion
    8 = All stats

    Stat Modification Digits:
    261 = +6
    260 = +5
    259 = +4
    258 = +3
    257 = +2
    256 = +1
    255 = -1
    254 = -2
    253 = -3
    252 = -4
    251 = -5
    250= -6

    ----------
    For moves with 2 different stat modifications in None0.txt:

    65536 * [Stat digit] + [Stat modification digit] * [Second stat digit] = x
    x = Number implemented into move's line.

    So you do this:

    65536 * 3 + 256 * 5 = 197888

    For a move that increases Special Attack and Speed, 197888 should be the number that enables that effect in None0.txt

    ----------
    For moves with 2 stat modifications in None01.txt:

    65536 * [Number of stat boosts] + 256 *[Number of stat boosts] = x
    x = Number implemented into move’s line.

    Now it's:

    65536 * 1 + 256 * 1 = 65792
    ----------
    [/HIDE]

    @coyotte / or other person who has a lot of knowledge on this material
    I made a gigantic move-changing guide including the equations which calculate the number for lowering OPPONENT'S stats, your stats, etc. Not finished yet, but it's really helpful. With that being said, I have 1 more calculation that I need to make an equation for.

    Tickle lowers the OPPONENT'S 2 different stats. So in None01.txt, line 322, its number is 16776960. (Stock Pile and Close Combat also share this number)
    Now, I ask... how is this calculated? I tried many different equations but they didn't come out to 16776960, which made me give up lol. (this is almost the last thing I need help with regarding moves, since I found out nearly everything else)
    [/HIDE]
     
  17. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Tickle: 65536*255+256*255 = 16776960

    I already said twice in the thread that -1 = 255. This is the third time now.
     
  18. Black Mother

    Black Mother Member

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    I know that -255 is a -1 stat boost already. You can see that I know under "@wyndamn". I just didn't know the exact formula and which numbers to multiply by (with the exception of 65536, obviously) for moves like Tickle.
    I didn't think you would have to use 256, because it's the number for +1, and I didn't think Tickle (which lowers foe's atk and def) would have 256 in the formula.

    Thanks a lot though, coyo.
     
  19. wyndamn

    wyndamn Member

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    Thanks Coyotte, its good to know im getting this n_n. Also thanks to you black for the info you posted here aswell, it will be very helpful for my next edits before i can prepare the server, and regarding to that proyect of yours, wouldnt be better if you did a youtube video guide about it? since i havent seen yet any videos about that and im sure its easier and faster to get this that way.
     
  20. Black Mother

    Black Mother Member

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    Well I'm not too fond when it comes down to videos, but I made the text guide as easily understandable as I can... and made it as noob-friendly as I can as well.
    I might make a full guide on every aspect, but for now I'm only doing the guide on moves.
     
  21. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    *65536 is stat number 1, *256 is stat number 2, *1 is stat number 3, whatever boosts or drops.
     
  22. Black Mother

    Black Mother Member

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    Not to take over or anything, but I've pretty much finished the complete noob-friendly guide for editing the None0, None1, and None2 files.

    http://www.mediafire.com/?vv63d266bqm92ub

    (Protip: Open it in Microsoft Word if you have it for best formatting)
     
  23. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    It'd be so much better if you could make it bbcode to post it on forums :)
     
  24. Lamperi

    Lamperi I see what you did there

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    Exactly what I though but forgot to post. You never know when US takes over mediafire.com. Also it's difficult to download and .rtf is difficult to open >_>
     
  25. Black Mother

    Black Mother Member

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    Intro:

    Hello everyone. This is Arban here, showing how to modify the mechanics of moves. I will make this guide as noob-friendly as I can. The 3 files we are looking at for moves are None0.txt, None1.txt, and None2.txt. Before we get to the files, let me explain something THAT YOU MUST READ BEFORE YOU FORGET LATER ON.
    I’m going to be listing numbers for each stat and stat boost, and referring to them by using “Stat digit” and “Stat Modification Number”.

    Stat Digit = This is the number which defines WHICH stat is being changed in the move. (Meditate for example reaches its attack stat by 1 stage, so you want to use the Attack digit which is 1)

    Stat Modification Number = This is the number which defines HOW MANY stat increase or decreases are being changed. (Swords Dance for example, raises its attack by 2 stages, so you want to use the Modification number which is 254)

    IMPORTANT NOTES:
    -THE FILES WE ARE LOOKING AT ARE “None0.txt”, “None1.txt”, and “None2.txt”. NO OTHER FILE MODIFIES WHICH STAT A MOVE CHANGES OR THE CHANCE OF IT, ONLY THESE 3 FILES DO.

    -“65536” is the base number of the first stat that gets increased or decreased. “256” is the base number of the second stat that gets increased or decreased, and “1” is the base number of the third stat that gets increased or decreased.

    -Below shows the list of each stat digit and stat modification number. Use these lists when inputting ANY number to calculate the correct number for the move being modified:

    Stat Digit:
    1 = Attack
    2 = Defense
    3 = Special Attack
    4 = Special Defense
    5 = Speed
    6 = Accuracy
    7 = Evasion
    8 = All stats

    Stat Modification Digits:
    261 = +6
    260 = +5
    259 = +4
    258 = +3
    257 = +2
    256 = +1
    255 = -1
    254 = -2
    253 = -3
    252 = -4
    251 = -5
    250= -6


    None0.txt - Modifies which stat is boosted

    None0.txt is probably the second easiest file out of these 3 to modify, as they require the least amount of knowledge on each move change. However, even if you don’t have knowledge, as long as you read the numbers listed on the first page, then all you have to do is put those numbers in and multiply them by 65536 on your calculator. There are moves which increase 1 of your stats, and moves that increase 2 of your stats… which means they have different formulas, so pay close attention.

    ---------------------------------------------------------------------------------------------------------

    For moves with 1 stat modification:

    65536 * [Stat digit] = x
    x = Number implemented in move's line.

    ________________________________________________
    EXAMPLE:

    Agility (Changes: Doubles speed; raises speed 2 stages)
    65536 * 5 = 327680
    Line 98, Agility, is 327680 in None0.txt

    You simply take the base number, 65536, and multiple it by
    the stat digit (in this case, Speed, so you multiply it by 5)
    Simple as that.__________________________________


    ---------------------------------------------------------------------------------------------------------

    For moves with 2 (different) stat modifications:

    65536 * [Stat digit] + 256 * [Second stat digit] = x
    x = Number implemented into move's line.

    ________________________________________________
    EXAMPLE:

    Bulk Up (Changes: Increases defense and attack 1 stage)
    65536 * 1 + 256 * 2 = 66048
    Line 340, Bulk Up, is 66048 in None0.txt

    Here we are now working with 2 different stat modifications.
    We take the base number which is 65536 and first multiply
    it by the first stat digit. (Yes the order matters. For Bulk Up,
    you MUST multiple 65536 by attack and not defense) Next,
    you take the second stat base number, 256, and multiply that by
    the SECOND stat digit. Now you add the two multiplied
    numbers to come out with the number of which you
    implement into the line.__________________________



    None1.txt - Modifies by how many stages a stat is increased or decreased

    None1.txt uses different calculations for different ways of altering a stat.
    For moves that increase YOUR OWN stat, you must multiply 65536 by how many stat boosts are made. In example, for Swords Dance, you must multiply 65536 by 2, because Swords Dance increases your attack by 2 stages.
    For moves that decrease YOUR OPPONENT’S stat, you must multiply 65536 by the stat modification number based on the list I gave on the first page. For example, for Tail Whip, you must multiply 65536 by 255 because it’s the number which decreases a stat by 1 stage.

    ---------------------------------------------------------------------------------------------------------

    For moves with 1 stat modification:


    • Moves which change your own stat

    65536 * [Number of stat boosts] = x
    x = Number implemented into move's line.

    _______________________________________
    EXAMPLE:

    Tail Glow (Changes: Increases special attack by 3 stages)
    65535 * 3 = 196608
    Line 295, Tail Glow, is 199608 in None1.txt

    As shown above, you simply multiply 65536 by the number
    of stat boosts are made. In this case, Tail Glow increases
    your special attack by 3 stages, so you multiply
    65536 by 3.___________________________



    • Moves which change opponent’s stat

    65536 * [Stat Modification number] = x
    x = Number implemented into move’s line.

    ________________________________________________
    EXAMPLE:

    FeatherDance (Changes: Decreases opponent’s attack by 2 stages)
    65563 * 254 = 16646144
    Line 298, FeatherDance, is 16646144 in None1.txt

    Here you can see that we took 254, which is the number for
    decreasing a stat for 2 stages, and multiplied it by our base
    number which is 65536. You multiply 65536 by the stat
    modification for EVERY move that decreases your opponent’s
    stat.__________________________________________


    ---------------------------------------------------------------------------------------------------------

    For moves with 2 different stat modifications:


    • Moves which change your own stats


    65536 * [Number of stat boosts] + 256 *[Number of stat boosts] = x
    x = Number implemented into move’s line.

    ________________________________________________
    EXAMPLE:

    Shift Gear (Changes: Increases attack by 1 stage and speed by 2 stages)
    65536 * 2 + 256 * 1 = 131328
    Line 509, Shift Gear, is 131328 in None1.txt

    You multiply 65536 by the number of the boosts made
    by the move. Yes, the order DOES matter here. You multiply
    the highest stat change number FIRST. After, you multiply
    256 by the number of stat boosts for the second stat. After,
    you add both numbers (in this case, 65536 and 256) and
    you have your answer.___________________________



    • Moves which change your opponent’s stats


    65536 * [Stat modification] + 256 * [Second stat modification] = x
    x = Number implemented into move’s line.

    ________________________________________________
    EXAMPLE:

    Tickle (Changes: Decreases opponent’s attack and defense by 1 stage)
    65536 * 255 + 256 * 255 = 16776960
    Line 322, Tickle, is 16776960 in None1.txt

    In this calculation, you have to multiply the base number,
    65536, by the stat modification number of the first stat. In
    this case, Tickle decreases the opponent’s attack and
    defense stats, so you have to incorporate 255 on both stat
    modification slots of the equation. Next, you multiply 256
    (this must ALWAYS be the number of the second stat) by
    the stat modification of the second stat.________________




    None2.txt - Modifies the chance of the stat change occurring

    None2.txt is probably the easiest file to change out of all these 3. There’s no calculation for multiple stats or for opponent’s stats. There is no move that changes multiple stats (except Ancient Power, Ominous Wind, and Silver Wind since they raise every stat). Also the same calculation is used when the user’s or opponent’s stat is modified by chance.

    ---------------------------------------------------------------------------------------------------------

    Chance modification formula:


    65563 * [Chance of stat change] = x
    x = Number implemented into move’s line

    ________________________________________________
    EXAMPLE:

    Crunch (Changes: Has a 20% chance to lower foe’s defense)
    65536 * 20 = 1310720
    Line 243, Crunch, is 1310720 in None2.txt

    So as you can see, this is extremely easy. We take the base
    number for the stat, 65536, and multiply it by the chance
    of the side effect occurring._______________________
     
    Last edited: Jan 21, 2012
  26. wyndamn

    wyndamn Member

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    Oh i forgot last time to ask also how can i change the target for the attack? because as you know featherdance lowers the foe´s stats, but i want to make it raise stats instead for the user, how can i do that? because i cant seem to find a notepad associated with attack targets.

    Also i would like to change Shell Smash into a +1 Atk/Spa/speed instead of +2, for what ive been reading i understand that this move specifically follows another formula, so how can i do this?
     
    Last edited: Jan 28, 2012
  27. Black Mother

    Black Mother Member

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    Raise stats for the users, at wyndamn:
    [secret]
    Stats raised for the user:For moves with 1 stat modification:

    ----------------------------------------------------
    • Moves which change your own stat

    65536 * [Number of stat boosts] = x
    x = Number implemented into move's line.

    _______________________________________
    EXAMPLE:

    Tail Glow (Changes: Increases special attack by 3 stages)
    65535 * 3 = 196608
    Line 295, Tail Glow, is 199608 in None1.txt

    As shown above, you simply multiply 65536 by the number
    of stat boosts are made. In this case, Tail Glow increases
    your special attack by 3 stages, so you multiply
    65536 by 3.______________________________

    ----------------------------------------------------
    So you just multiply 65536 * [Stat boosts]...weirdly. So for Swords Dance it's just 65536 * 2, and for Meditate it's 65536 * 1. This is based on the information that these numbers are multiplied with 65536 and the number of stat boosts in the Note1 file.
    [/secret]

    Shell Smash issue, at wyndamn:
    [secret]
    Moves like Curse and Shell Smash are based on a completely different way to modify them, according to this:

    Coyotte-
    "Nope. Curse doesn't work like that since it has an alternate effect, neither does shell smash as it does 5 different stat changes and the file can only hold 3. Don't hesitate to make a wiki article with all what's in the OP, then i can just link to it and edit it instead of the forum OP, but i'm more comfortable with starting the discussion on a forum post. "
    [/secret]
     
  28. Black Mother

    Black Mother Member

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    Sorry for double posting, but I have another situation with the moves (not the stats).

    But MoveMachine prevents you from scrolling down on the left at the moves that the Pokemon already has. For example, I cannot access Recover from MoveMachine for Celebi at the left, because there is no scrolling option, so the rest of the moves are cut off. Is there any other way I can change this? (I want to make Recover illegal with Celebi's DW ability)
     
  29. wyndamn

    wyndamn Member

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    I already notified that on top. but anyway to edit that without using the movemachine just go to the DB folder then Pokes folder and select the 5G_level_moves.txt when you open it look for 251:0 (which is celebi´s number) and next to it you will see all her level up moves according to their original number, in this case recover´s number is 105 as stated here http://bulbapedia.bulbagarden.net/wiki/List_of_moves (which is the link you provided before) and the same can be done to edit the other type of moves such as breeding moves and etc.

    Also when it comes to the shell smash change im not sure that explanation you provided solves my concern, ill just wait until coyote can confirm (no offense) and thanks for the help as well again.
     
    Last edited: Feb 5, 2012
  30. Black Mother

    Black Mother Member

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    Thanks for the illegal moveset answer.
    Well my explanation was to let you be aware that there's a whole different method for changing moves like Shell Smash and Curse. (as you can see, Shell Smash and Curse both have no numbers at all in None0.txt, None1.txt, and None2.txt) Meaning I have no knowledge on modifying this.

    Also, another problem now (lol).
    Whenever I make Baton Pass illegal with Scizor's DW ability through Move Machine (and the txt file in the moves folder), I am still able to use Baton Pass along with his Dream World ability. o.O
     
  31. wyndamn

    wyndamn Member

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    Well i was already aware that it worked in a different way as i said before, but i appreciatte the clarification.

    Now when it comes to the baton pass im not understanding what are you trying to do with it, could you explain a little further? but if im not mistaken you can solve that even more easily by making the baton pass on scyther a 4th gen special move and erase it from the dream world (as scyther now gets that move from the dream world) that´s all i can think about to try and see if it works for you.

    If not then i believe in this case you will need to edit the compatibility of both moves, but right now i dont remember the name for that notepad, i guess is something like move combination or something.
     
  32. Black Mother

    Black Mother Member

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    Alright.

    Scizor currently has Speed Boost as his Dream World ability, and I'm 100% sure.

    Now I am trying to make Speed Boost illegal with the move Baton Pass. However, when I change Baton Pass to a 4th Gen Special/Tutor/Egg move in Move Machine, I am still able to use Baton Pass with Speed Boost. (I even tried Gen 3)
    So I'll try the Scyther option you told me and see how that goes.
     
  33. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Maybe you forgot to remove baton pass from gen 5 breeding?
     
  34. Black Mother

    Black Mother Member

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    Alright, so I toyed around with the db files and the MoveMachine, and it turned out MoveMachine wasn't able to remove the gen 5 pre-evo move. So I took out Baton Pass from 5G_pre_evo.txt.

    In light of this, I changed Baton Pass to a Gen 4 Tutor Move on Scizor, and it STILL wasn't fixed unfortunately. Even as a 4G Tutor Move, I was able to use Baton Pass with Scizor's DW ability.

    EDIT: This is strange. o.O I have Baton Pass and Natural Gift as a 4G TM/HM... yet I can still use DW ability with Baton Pass, but not DW ability with Natural Gift.
     
    Last edited: Feb 7, 2012
  35. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    That means you need to remove baton pass from scyther too in 5th gen, if you want to remove it from pre evos for good.
     
  36. Black Mother

    Black Mother Member

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    Alrighty. So I completely removed Baton Pass from both Scizor and Scyther in every tab in MoveMachine. After this, I assigned Baton Pass as a 4G move to Scizor, yet I was still able to use Baton Pass with Scizor's DW ability. :(
    Maybe this is a problem with Baton Pass itself?
     
  37. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    Actually, the problem is baton pass is still listed in the breeding combinations for gen 5 (which are generated automatically by another program). You'd need to edit the breeding combinations file manually for gen 5 and remove baton pass from all the combinations for scyther and scizor. db/pokes/legal_combinations_5G.txt, remove the move number corresponding to baton pass everytime in scizor and scyther's lines.
     
  38. Black Mother

    Black Mother Member

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    Wow, that solved it. Thanks a bunch.
     
  39. wyndamn

    wyndamn Member

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    Another question, how can i edit the abilities? in this case for example i want to make flash work just like intimidate but instead by lowering 1 stage of accuracy and i havent been able yet to fully understand how they are ordered.
     
  40. coyotte508

    coyotte508 Well-Known Member Administrator Server Owner Administrator Server Owner

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    You can't, unless they have a parameter (and intidimidate doesn't, iirc)