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Add a new type
This tutorial is for how to add new types for Pokemon or moves. As an example, we'll be adding the Dark type first introduced in Generation II.
- Define a type constant
- Give the type a name
- List the type matchups
- Update Pokemon types
- Update the move types
Gen I was before the Physical/Special split, so any types with an index number less than $14 are physical, and anything greater than or equal to it is special. Dark type was classified as a special type in Gen II and III, so we'll include Dark type as Type $1B.
Note that with Physical/Special Split, placement in the list won't matter.
Edit constants/type_constants.asm:
; TypeNames indexes (see data/types/names.asm)
const_def
PHYSICAL EQU const_value
const NORMAL ; $00
const FIGHTING ; $01
const FLYING ; $02
const POISON ; $03
const GROUND ; $04
const ROCK ; $05
const BIRD ; $06
const BUG ; $07
const GHOST ; $08
const_next 20
SPECIAL EQU const_value
const FIRE ; $14
const WATER ; $15
const GRASS ; $16
const ELECTRIC ; $17
const PSYCHIC_TYPE ; $18
const ICE ; $19
const DRAGON ; $1A
+ const DARK ; $1B
NUM_TYPES EQU const_value
Edit data/types/names.asm:
TypeNames:
table_width 2, TypeNames
dw .Normal
dw .Fighting
dw .Flying
dw .Poison
dw .Ground
dw .Rock
dw .Bird
dw .Bug
dw .Ghost
REPT FIRE - GHOST - 1
dw .Normal
ENDR
dw .Fire
dw .Water
dw .Grass
dw .Electric
dw .Psychic
dw .Ice
dw .Dragon
+ dw .Dark
assert_table_length NUM_TYPES
.Normal: db "NORMAL@"
.Fighting: db "FIGHTING@"
.Flying: db "FLYING@"
.Poison: db "POISON@"
.Fire: db "FIRE@"
.Water: db "WATER@"
.Grass: db "GRASS@"
.Electric: db "ELECTRIC@"
.Psychic: db "PSYCHIC@"
.Ice: db "ICE@"
.Ground: db "GROUND@"
.Rock: db "ROCK@"
.Bird: db "BIRD@"
.Bug: db "BUG@"
.Ghost: db "GHOST@"
.Dragon: db "DRAGON@"
+.Dark: db "DARK@"
Repeat this for any type. Make sure the top pointer table is in the same order as the move IDs. Note that if you are adding a physical type after ghost you must change the GHOST in REPT FIRE - GHOST - 1 to the constant for this new type. For example if you were adding the steel type, it would then look like this:
dw .Bug
dw .Ghost
dw .Steel ; new type
REPT FIRE - STEEL - 1
dw .Normal
ENDR
Here, we have a set format. For each non-normal type interaction, there is an entry in this list with the attacker, defender, and then multiplier listed. You'll need to add entries if you want your move to have any special interactions with other types.
Edit data/types/type_matchups.asm:
TypeEffects:
; attacker, defender, *=
db WATER, FIRE, SUPER_EFFECTIVE
db FIRE, GRASS, SUPER_EFFECTIVE
db FIRE, ICE, SUPER_EFFECTIVE
db GRASS, WATER, SUPER_EFFECTIVE
db ELECTRIC, WATER, SUPER_EFFECTIVE
db WATER, ROCK, SUPER_EFFECTIVE
db GROUND, FLYING, NO_EFFECT
db WATER, WATER, NOT_VERY_EFFECTIVE
db FIRE, FIRE, NOT_VERY_EFFECTIVE
db ELECTRIC, ELECTRIC, NOT_VERY_EFFECTIVE
db ICE, ICE, NOT_VERY_EFFECTIVE
db GRASS, GRASS, NOT_VERY_EFFECTIVE
db PSYCHIC_TYPE, PSYCHIC_TYPE, NOT_VERY_EFFECTIVE
db FIRE, WATER, NOT_VERY_EFFECTIVE
db GRASS, FIRE, NOT_VERY_EFFECTIVE
db WATER, GRASS, NOT_VERY_EFFECTIVE
db ELECTRIC, GRASS, NOT_VERY_EFFECTIVE
db NORMAL, ROCK, NOT_VERY_EFFECTIVE
db NORMAL, GHOST, NO_EFFECT
db GHOST, GHOST, SUPER_EFFECTIVE
db FIRE, BUG, SUPER_EFFECTIVE
db FIRE, ROCK, NOT_VERY_EFFECTIVE
db WATER, GROUND, SUPER_EFFECTIVE
db ELECTRIC, GROUND, NO_EFFECT
db ELECTRIC, FLYING, SUPER_EFFECTIVE
db GRASS, GROUND, SUPER_EFFECTIVE
db GRASS, BUG, NOT_VERY_EFFECTIVE
db GRASS, POISON, NOT_VERY_EFFECTIVE
db GRASS, ROCK, SUPER_EFFECTIVE
db GRASS, FLYING, NOT_VERY_EFFECTIVE
db ICE, WATER, NOT_VERY_EFFECTIVE
db ICE, GRASS, SUPER_EFFECTIVE
db ICE, GROUND, SUPER_EFFECTIVE
db ICE, FLYING, SUPER_EFFECTIVE
db FIGHTING, NORMAL, SUPER_EFFECTIVE
db FIGHTING, POISON, NOT_VERY_EFFECTIVE
db FIGHTING, FLYING, NOT_VERY_EFFECTIVE
db FIGHTING, PSYCHIC_TYPE, NOT_VERY_EFFECTIVE
db FIGHTING, BUG, NOT_VERY_EFFECTIVE
db FIGHTING, ROCK, SUPER_EFFECTIVE
db FIGHTING, ICE, SUPER_EFFECTIVE
db FIGHTING, GHOST, NO_EFFECT
db POISON, GRASS, SUPER_EFFECTIVE
db POISON, POISON, NOT_VERY_EFFECTIVE
db POISON, GROUND, NOT_VERY_EFFECTIVE
db POISON, BUG, SUPER_EFFECTIVE
db POISON, ROCK, NOT_VERY_EFFECTIVE
db POISON, GHOST, NOT_VERY_EFFECTIVE
db GROUND, FIRE, SUPER_EFFECTIVE
db GROUND, ELECTRIC, SUPER_EFFECTIVE
db GROUND, GRASS, NOT_VERY_EFFECTIVE
db GROUND, BUG, NOT_VERY_EFFECTIVE
db GROUND, ROCK, SUPER_EFFECTIVE
db GROUND, POISON, SUPER_EFFECTIVE
db FLYING, ELECTRIC, NOT_VERY_EFFECTIVE
db FLYING, FIGHTING, SUPER_EFFECTIVE
db FLYING, BUG, SUPER_EFFECTIVE
db FLYING, GRASS, SUPER_EFFECTIVE
db FLYING, ROCK, NOT_VERY_EFFECTIVE
db PSYCHIC_TYPE, FIGHTING, SUPER_EFFECTIVE
db PSYCHIC_TYPE, POISON, SUPER_EFFECTIVE
db BUG, FIRE, NOT_VERY_EFFECTIVE
db BUG, GRASS, SUPER_EFFECTIVE
db BUG, FIGHTING, NOT_VERY_EFFECTIVE
db BUG, FLYING, NOT_VERY_EFFECTIVE
db BUG, PSYCHIC_TYPE, SUPER_EFFECTIVE
db BUG, GHOST, NOT_VERY_EFFECTIVE
db BUG, POISON, SUPER_EFFECTIVE
db ROCK, FIRE, SUPER_EFFECTIVE
db ROCK, FIGHTING, NOT_VERY_EFFECTIVE
db ROCK, GROUND, NOT_VERY_EFFECTIVE
db ROCK, FLYING, SUPER_EFFECTIVE
db ROCK, BUG, SUPER_EFFECTIVE
db ROCK, ICE, SUPER_EFFECTIVE
db GHOST, NORMAL, NO_EFFECT
db GHOST, PSYCHIC_TYPE, NO_EFFECT
db FIRE, DRAGON, NOT_VERY_EFFECTIVE
db WATER, DRAGON, NOT_VERY_EFFECTIVE
db ELECTRIC, DRAGON, NOT_VERY_EFFECTIVE
db GRASS, DRAGON, NOT_VERY_EFFECTIVE
db ICE, DRAGON, SUPER_EFFECTIVE
db DRAGON, DRAGON, SUPER_EFFECTIVE
+ db DARK, GHOST, SUPER_EFFECTIVE
+ db DARK, PSYCHIC, SUPER_EFFECTIVE
+ db DARK, DARK, NOT_VERY_EFFECTIVE
+ db DARK, FIGHTING, NOT_VERY_EFFECTIVE
+ db GHOST, DARK, NOT_VERY_EFFECTIVE
+ db BUG, DARK, SUPER_EFFECTIVE
+ db FIGHTING, DARK, SUPER_EFFECTIVE
+ db PSYCHIC, DARK, NO_EFFECT
db -1 ; end
Technically, no Gen I Pokemon in their base form had the Dark type retrofitted onto them. So, as an example, we'll give it to Gyarados, who has it in its Mega Evolution. Edit the following in data/pokemon/base_stats/:
DEX_GYARADOS ; pokedex id
...
db 95, 125, 79, 81, 100
; hp atk def spd spc
+ db WATER, DARK ; type
- db WATER, FLYING ; type
...
db 0 ; padding
Luckily, one move in Gen I did get retrofitted to be Dark type in Gen II onwards. That move is Bite. So, edit the type column in data/moves/moves.asm:
move: macro
db \1 ; animation (interchangeable with move id)
db \2 ; effect
db \3 ; power
db \4 ; type
db \5 percent ; accuracy
db \6 ; pp
ENDM
Moves:
; Characteristics of each move.
table_width MOVE_LENGTH, Moves
move POUND, NO_ADDITIONAL_EFFECT, 40, NORMAL, 100, 35
...
move PIN_MISSILE, TWO_TO_FIVE_ATTACKS_EFFECT, 14, BUG, 85, 20
move LEER, DEFENSE_DOWN1_EFFECT, 0, NORMAL, 100, 30
+ move BITE, FLINCH_SIDE_EFFECT1, 60, DARK, 100, 25
- move BITE, FLINCH_SIDE_EFFECT1, 60, NORMAL, 100, 25
...
move STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10
assert_table_length NUM_ATTACKS
As of now, we have added all that is needed for the Dark type to function. I'd recommend adding some Dark-type Pokemon and moves in order to truly create a polished Dark type. For adding the Steel and Fairy types, the same steps are done as above, but instead of what changes you made above, you would make the changes that apply to your type.