Anubis
HONK
Because of how Gulp Missile can now be Skill Swapped, I looked at where ability flags are handled. Similar to how moves have a table of values and flags, abilities have their own table to control whether they can be copied or replaced. In previous games, this was handled with hard-coded exclusion tables.
Each ability has 9 flags! Marty and I have identified8 all of these 9 flags. Flags 1-3 are identical lists, but we tested these by altering the flags in game.
The flags in order are:
EDIT: Flag 0 is known now. Refer to the two messages below this.
Some interesting observations that we noted:
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Each ability has 9 flags! Marty and I have identified
The flags in order are:
- DisabledByNeutralizingGas: allows the ability to be suppressed by Neutralizing Gas if value is not the same as CantSuppress. FALSE for Neutralizing Gas only, TRUE for everything else; this essentially keeps Neutralizing Gas from disabling other Neutralizing Gas.
- FailRolePlay: causes Role Play and Doodle to fail
- NoReceiver: causes Receiver and Power of Alchemy to fail
- NoEntrain: causes Entrainment to fail
- NoTrace: causes Trace to fail
- FailSkillSwap: causes Skill Swap and Wandering Spirit to fail
- CantSuppress: can't be suppressed by Gastro Acid. See notes for DisabledByNeutralizingGas.
- Breakable: can be disabled by Mold Breaker
- NoTransform: disables the ability if user is Transformed
This is what we've tested for Flag 0 that didn't work:
- Since it's true for everything else, it's not denoting formchanging abilities (this is everyone's first guess).
- Changing the flag to FALSE still allows Ability Shield to protect the ability.
- The flag is not Neutralizing Gas's increased priority where it activates before all hazards. Changing all flags to FALSE still causes rocks to activate before Intimidate, and Neutralizing Gas to activate before rocks.
- Flipping every Ability to FALSE didn't have any obvious observable difference.
- Flipping Neutralizing Gas to TRUE didn't have any observable difference; two instances still showed their activation messages and were suppressing other Abilities as usual
- Changing the blank ability 0's flag 0 to TRUE causes every battle to instantly crash the game, regardless of whether you have Neutralizing Gas in your party.
Some interesting observations that we noted:
- Wonder Guard can no longer be Entrained.
- Gulp Missile's flags in 3.0.0 match those in version 1.3.2. They briefly fixed them with release of Teal Mask in 2.0.2 to disallow everything, then reverted them with Indigo Disk in 3.0.0.
- As of version 3.0.0, Tatsugiri transformed into Tatsugiri with Commander can be eaten by Dondozo.
- Orichalchum Pulse and Hadron Engine had all flags but flag 0 changed to FALSE between 1.3.2 and 2.0.2. This allows them to be copied, and for transformed Ditto to set off those abilities. Marty tested in 1.3.2 that Transformed Ditto could not activate Orichalcum Pulse in battle, and I tested in 3.0.0 that now it can.
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