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Glitch stat: Difference between revisions

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Multiple glitch stats can be adjusted from the effects of [[glitch move]]s.
 
As revealed by the leaked source code, it seems that two other stats were planned or considered during development where they are labelled as "not use" [sic], alternatively due to the lack of clarity of the comment, they may have been prohibited (as in [do] not use). These became glitch stats. Unused [[EffectDex|move effects]] 0x4A and 0x4B will have a 10.2% chance of lowering one of those stats.<ref>[https://tcrf.net/Pok%C3%A9mon_Red_and_Blue/Unused_Move_Data#Unused_Effects The Cutting Room Floor: Pokémon Red and Blue/Unused Move Data (Unused Effects)]</ref>
 
Possibly these stats were placeholders, like the placeholder types dividing the physical and special split (see [[TypeDex]]).
 
However, in case it is worth mentioning; in the Capsule Monsters concept pitch, it was proposed that the hero would have been able to increase his Charisma; which featured in the [[wikipedia:Wizardry|Wizardry]] series but was not widely used in Japanese games and/or familiar to Japanese audiences at the time.<ref>[https://tcrf.net/Prerelease:Pok%C3%A9mon_Red_and_Blue/Early_Development The Cutting Room Floor: Prerelease:Pokémon Red and Blue/Early Development]</ref>
 
Move effect IDs 0x92, 0x8D and 0x8E also lower or increase a specific glitch stat in battle. There is typically no effect because this alters saved screen data which is overwritten on many occasions. However, further research is needed for lowering or increasing a glitch stat not possible with any indexed glitch move.
 
==See also==
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*[[Glitch move]]
*[[Glitch type]]
==References==
<references/>
{{stub}}
[[Category:Glitch things]]
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