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Add a new type
This tutorial is for how to add a new type for Pokémon or moves. As an example, we'll add the Fairy type introduced in Gen 6.
- Define a type constant
- Give the type a name
- List the type matchups
- Make it searchable in the Pokédex
- Update Pokémon types
- Update move types
- Change Polkadot Bow to boost Fairy moves
Gen 2 was before the physical/special split, so the types after SPECIAL
count as special, and the rest count as physical. Fairy moves are mostly special, so we'll add it there.
Edit constants/type_constants.asm:
DEF SPECIAL EQU const_value
const FIRE
const WATER
const GRASS
const ELECTRIC
const PSYCHIC_TYPE
const ICE
const DRAGON
const DARK
+ const FAIRY
DEF TYPES_END EQU const_value
(If you're using an old version of pokecrystal where the EGG_FAIRY
egg group constant was still called FAIRY
, you'll have to name the type something different, like FAIRY_TYPE
or FAERIE
.)
Edit data/types/names.asm:
TypeNames:
; entries correspond to types (see constants/type_constants.asm)
table_width 2, TypeNames
dw Normal
...
dw Dark
+ dw Fairy
assert_table_length TYPES_END
Normal: db "NORMAL@"
...
Dark: db "DARK@"
+Fairy: db "FAIRY@"
Edit data/types/type_matchups.asm:
TypeMatchups:
; attacker, defender, *=
db NORMAL, ROCK, NOT_VERY_EFFECTIVE
db NORMAL, STEEL, NOT_VERY_EFFECTIVE
...
db FIGHTING, STEEL, SUPER_EFFECTIVE
+ db FIGHTING, FAIRY, NOT_VERY_EFFECTIVE
...
db POISON, STEEL, NO_EFFECT
+ db POISON, FAIRY, SUPER_EFFECTIVE
...
db BUG, STEEL, NOT_VERY_EFFECTIVE
+ db BUG, FAIRY, NOT_VERY_EFFECTIVE
...
db DRAGON, STEEL, NOT_VERY_EFFECTIVE
+ db DRAGON, FAIRY, NO_EFFECT
...
db DARK, STEEL, NOT_VERY_EFFECTIVE
+ db DARK, FAIRY, NOT_VERY_EFFECTIVE
...
db STEEL, STEEL, NOT_VERY_EFFECTIVE
+ db STEEL, FAIRY, SUPER_EFFECTIVE
+ db FAIRY, FIRE, NOT_VERY_EFFECTIVE
+ db FAIRY, FIGHTING, SUPER_EFFECTIVE
+ db FAIRY, POISON, NOT_VERY_EFFECTIVE
+ db FAIRY, DRAGON, SUPER_EFFECTIVE
+ db FAIRY, DARK, SUPER_EFFECTIVE
+ db FAIRY, STEEL, NOT_VERY_EFFECTIVE
db -2 ; end (with Foresight)
; Foresight removes Ghost's immunities.
db NORMAL, GHOST, NO_EFFECT
db FIGHTING, GHOST, NO_EFFECT
db -1 ; end
These tables are used for the Pokédex's type search feature.
Edit data/types/search_types.asm:
PokedexTypeSearchConversionTable:
; entries correspond with PokedexTypeSearchStrings (see data/types/search_strings.asm)
table_width 1, PokedexTypeSearchConversionTable
db NORMAL
...
db STEEL
+ db FAIRY
assert_table_length NUM_TYPES
Edit data/types/search_strings.asm:
PokedexTypeSearchStrings:
; entries correspond with PokedexTypeSearchConversionTable (see data/types/search_types.asm)
table_width POKEDEX_TYPE_STRING_LENGTH, PokedexTypeSearchStrings
db " ---- @"
db " NORMAL @"
...
db " STEEL @"
+ db " FAIRY @"
assert_table_length NUM_TYPES + 1
Edit the type entries in data/pokemon/base_stats/:
-
azumarill.asm:
WATER, WATER
→WATER, FAIRY
-
clefable.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
clefairy.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
cleffa.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
granbull.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
igglybuff.asm:
NORMAL, NORMAL
→NORMAL, FAIRY
-
jigglypuff.asm:
NORMAL, NORMAL
→NORMAL, FAIRY
-
marill.asm:
WATER, WATER
→WATER, FAIRY
-
mr__mime.asm:
PSYCHIC_TYPE, PSYCHIC_TYPE
→PSYCHIC_TYPE, FAIRY
-
snubbull.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
togepi.asm:
NORMAL, NORMAL
→FAIRY, FAIRY
-
togetic.asm:
NORMAL, FLYING
→FAIRY, FLYING
-
wigglytuff.asm:
NORMAL, NORMAL
→NORMAL, FAIRY
Edit the type columns in data/moves/moves.asm:
-
CHARM
:NORMAL
→FAIRY
-
SWEET_KISS
:NORMAL
→FAIRY
-
MOONLIGHT
:NORMAL
→FAIRY
At this point we're technically done: all the canon aspects of the Fairy type are implemented. (If you want to add new Fairy-type Pokémon or moves, check out different tutorials.) But there's no held type-boosting item for it, and Gen 2 happens to have the unavailable POLKADOT_BOW
item that boosts Normal moves like PINK_BOW
, so let's change it to boost Fairy moves instead.
Edit constants/item_data_constants.asm:
const_next 50
const HELD_NORMAL_BOOST
...
const HELD_STEEL_BOOST
+ const HELD_FAIRY_BOOST
Edit data/types/type_boost_items.asm:
TypeBoostItems:
- db HELD_NORMAL_BOOST, NORMAL ; PINK_BOW/POLKADOT_BOW
+ db HELD_NORMAL_BOOST, NORMAL ; PINK_BOW
...
db HELD_STEEL_BOOST, STEEL ; METAL_COAT
+ db HELD_FAIRY_BOOST, FAIRY ; POLKADOT_BOW
db -1
Edit data/items/attributes.asm:
ItemAttributes:
; entries correspond to constants/item_constants.asm
table_width ITEMATTR_STRUCT_LENGTH, ItemAttributes
...
; POLKADOT_BOW
- item_attribute 100, HELD_NORMAL_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+ item_attribute 100, HELD_FAIRY_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
And lastly, edit data/items/descriptions.asm:
PolkadotBowDesc:
- db "Powers up normal-"
+ db "Powers up fairy-"
next "type moves. (HOLD)@"
Now we're done!
If you're just varying the original Crystal game, note that you can get three Pink Bows (one from Tuscany on Tuesdays, one from Mary after clearing Team Rocket from Radio Tower, and one from Picnicker Tiffany if you get her phone number), so one of those can be replaced with a Fairy-boosting Polkadot Bow.
You'll also need damaging Fairy moves like Moonblast and Dazzling Gleam, so look up how to add those in the new move tutorial.