Floating walking Pokémon glitch (poison variation)

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Revision as of 22:30, 13 July 2010 by >Torchickens
Miscellaneous glitches of Pokémon Diamond and Pearl, Pokémon Platinum, and Pokémon HeartGold and SoulSilver


[[Image:Floatingdunsparce.png|270px|thumb|right|A bp:Dunsparce, under the effects of the Floating Walking Pokémon glitch.

The term Floating Walking Pokémon glitch refers to a minor oversight within Pokémon Heartgold and Soulsilver, which allows a Walking Pokémon to temporarily appear to 'float' above the ground, until either the player uses either Surf, Fly, Dig or Teleport as a field move, jumps over a ledge again and moves away without exploiting the glitch, or allows the Pokémon to faint.

Requirements

  1. A poisoned Walking Pokémon.
  2. Access to a ledge; preferably one which is close to an area with enemy Pokémon which can Poison the walking Pokémon.
  3. If there are no enemy Pokémon with a move which can poison the user nearby closeby; one can attach a Toxic Orb to their Pokémon, presuming that it is not a Poison, Steel or Ground type Pokémon.
  4. A reasonable amount of HP left for the Walking Pokémon; depending on the distance away from the nearest ledge. Potions can be used regularly otherwise, except for the unlikely case of a Poisoned Shedinja.
  5. The Walking Pokémon has to be out with the player, so if the player uses a Bicycle they must dismount it later at step four (see below).

Method

  1. Decide on the Walking Pokémon, if it is not Poisoned, poison it in battle via the Toxic Orb or a move by an enemy Pokémon. The chosen Walking Pokémon will be the one which will 'float' above the ground at the end.
  2. If the Walking Pokémon is poisoned, travel to a nearby ledge whilst keeping track of the Walking Pokémon's HP.
  3. If the remaining HP is not 2 points, continue travelling with the Walking Pokémon until its HP just reaches 2 points.
  4. As soon as the HP depletes to just 2 point, travel four steps and land the third step after jumping off a ledge.
  5. Land the fourth step anywhere, as long as it allows the partner Pokémon to jump off of the ledge after the player character.
  6. While the Walking Pokémon is in the process of 'jumping' off of the ledge, the "(Pokémon) survived the poisoning." message will appear, but the Walking Pokémon will not return to the ground as it would otherwise.

Explanation

Presumably, when the Walking Pokémon jumps off of a ledge, an extra byte is temporarily checked to the hexadecimal value 01 so that it appears in its 'floating stage'; this effect is usually not permanent however, and when the Walking Pokémon returns, the value is set back to 00 again so that it appears on the ground as usual. The "(Pokémon) survived the poisoning." message has a greater priority over the function however; so it appears before the byte is unchecked. Due to the game engine, when a dialogue box when closed, it returns to the main map interface, but when this is done, it cancels out any pending processes unless they are called again. This function is only called again if the player does certain actions such as flying away, surfing or jumping off a ledge again, so presuming that the glitch is not activated again, the Pokémon will remain in its floating stage until such an action has been taken.