Move data structure (Generation III)

Each move in Pokémon Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 12-byte data structure associated with it. All values except for priority are unsigned integers.
==Notes==
Move Data 	Move Data 	Move Data
 	size(bytes)	offset(decimal)
Effect 	1 	0
Base Power 	1 	1
Type 	1 	2
Accuracy 	1 	3
PP 	1 	4
Effect accuracy	1 	5
Affects whom 	1 	6
Priority 	1 	7
Flags 	1 	8
Padding 	3 	9
===Effect===
Index used internally to uniquely identify each possible effect (see battle_move_effects.h for labels).
===Accuracy===
Determines the move's accuracy. Divide this value by 100 to get the actual accuracy of the move. In Generation I, this value was 0-255 and divided by 256, which explains why sometimes attacks like missed. This no longer happens in Generation III. This value is also set to 0 to reach 100% accuracy.
===Effect accuracy===
Determines probability that the effect associated with a given move will happen. Divide this value by 100 to get the actual effect's accuracy. So that, for instance, a value of 100 gives the player 100% chances for the effect to trigger. For yet-unknown reasons, some moves have this value set to 0 which results in 100% accuracy as well.
===Affects whom===
Determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved. The following table indicates which value matches a certain target type.
0x00	Selected target
0x01	Depends on the attack
0x02	Unused
0x04	Random target
0x08	Both foes
0x10	User
0x20	Both foes and partner
0x40	Opponent field
Please note that it is theoretically possible to combine those values. For example, the player could have a move with this value set to 0x18. This would mean it would affect everyone except the partner. But, no move seems to use such a combination in the games. Also, the special case 0x01 has a different target depending on the move. Counter targets the last attacker, while Metronome could target anything.
===Priority===
Determines the moves priority. For example, is faster than most other moves. This byte is signed, i.e. this value can be either positive or negative. If it is strictly less than 0x80 (128), then the player got the actual value. If not, the actual value equals: -1 * (256 - Current Value). Thus, value 0xFE (254) must be treated as -2 instead.
===Flags===
Determines additional properties of the move: --fedcba
**a - This moves makes contact with the target.
**b - This move is affected by .
**c - This move is affected by .
**d - This move is affected by .
**e - This move may be used with 
**f - This move is affected by the effects of King's Rock. The flinch effect is considered an additional effect for the purposes of , but not .
*** Flags c and d are mutually exclusive.
===Padding===
Consists of a sequence of 3 bytes to fill extra space (likely to pad out the structure to a multiple of 4). Each one of those bytes should be set to 0x00.
==Storage==
===Data location===
Move structures are stored at the following offsets in the GBA's RAM, according to the move's index (starting at index 0).
Game 	Address
US 	0x081FB12C
US 	0x081FB0BC
US,EUR	0x0831C898
US,EUR	0x08250C04
US,EUR	0x08250BE0
===Fingerprint===
00 00 00 00 00 00 00 00 00 00 00 00 // - (used for unknown moves)
00 28 00 64 23 00 00 00 33 00 00 00 // POUND
2B 32 01 64 19 00 00 00 33 00 00 00 // KARATE CHOP
1D 0F 00 55 0A 00 00 00 33 00 00 00 // DOUBLESLAP
1D 12 00 55 0F 00 00 00 33 00 00 00 // COMET PUNCH
00 50 00 55 14 00 00 00 33 00 00 00 // MEGA PUNCH
22 28 00 64 14 64 00 00 32 00 00 00 // PAY DAY
04 4B 0A 64 0F 0A 00 00 13 00 00 00 // FIRE PUNCH
05 4B 0F 64 0F 0A 00 00 13 00 00 00 // ICE PUNCH
06 4B 0D 64 0F 0A 00 00 13 00 00 00 // THUNDERPUNCH
...
==Links==
* battle_move_effects.h | pokeemerald decomp
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