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Post by Harrison on Dec 27, 2009 3:13:37 GMT -5
I was going through the megadoc, intending to rewrite it into .txt format. There's a section about Move data in there, but the way it's written was pretty confusing to me. So I made this. The only credit I'm claiming is for putting this information into this document in a way that I find it readable. Credit for everything else goes to whoever did it. Updated, and uploaded here: kusabax.cultnet.net/romdocs/rbymoveinfo.txtIgnore the attachment, I can't find out how to remove it. Attachments:
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Post by Cartmic on Dec 27, 2009 4:21:04 GMT -5
Heya, I've been intending to rework that document for a good while now, also the PDF exporter it was processed through was pretty rubbish.
In the new year I'll get back to work on it, when I was doing it originally I barely read it through, it was just a copy, paste, and clean up job.
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Post by Harrison on Dec 27, 2009 15:12:11 GMT -5
Ah, so it's your document. If you want, I won't bother with my rewrite since you're going to do it. I just didn't like the pdf format.
I just updated it, a friend of mine pointed out some of the percentages being wrong, and better explanations for a few of the effects.
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Post by iimarckus on Jan 3, 2010 10:35:47 GMT -5
Byte 1 actually defines which animation is shown. Having a "Hex Representation of Move" in the data would be redundant, as it can be extrapolated by the move's position in the list. (The animation byte appears to be redundant too since every move has its own animation, but maybe the developers planned on reusing animations or something.)
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Post by Mateo on Jan 3, 2010 13:12:06 GMT -5
I believe Coolboyman also mentioned that there are some animations you can use that are not used by normal attacks, such as the animations for throwing a pokeball, throwing a rock, and throwing bait.
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