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. ## Contents 1. [Define a type constant](#1-define-a-type-constant) 2. [Give the type a name](#2-give-the-type-a-name) 3. [List the type matchups](#3-list-the-type-matchups) 4. [Make it searchable in the Pokédex](#4-make-it-searchable-in-the-pokédex) 5. [Update Pokémon types](#5-update-pokémon-types) 6. [Update move types](#6-update-move-types) 7. [Change Polkadot Bow to boost Fairy moves](#7-change-polkadot-bow-to-boost-fairy-moves) ## 1. Define a type constant 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](../blob/master/constants/type_constants.asm): ```diff SPECIAL EQU const_value const FIRE const WATER const GRASS const ELECTRIC const PSYCHIC_TYPE const ICE const DRAGON const DARK + const FAIRY 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`.) ## 2. Give the type a name Edit [data/types/names.asm](../blob/master/data/types/names.asm): ```diff TypeNames: ; entries correspond to types (see constants/type_constants.asm) dw Normal ... dw Dark + dw Fairy Normal: db "NORMAL@" ... Dark: db "DARK@" +Fairy: db "FAIRY@" ``` ## 3. List the type matchups Edit [data/types/type_matchups.asm](../blob/master/data/types/type_matchups.asm): ```diff 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 ``` ## 4. Make it searchable in the Pokédex These tables are used for the Pokédex's type search feature. Edit [data/types/search_types.asm](../blob/master/data/types/search_types.asm): ```diff PokedexTypeSearchConversionTable: ; entries correspond with PokedexTypeSearchStrings (see data/types/search_strings.asm) db NORMAL ... db STEEL + db FAIRY ``` Edit [data/types/search_strings.asm](../blob/master/data/types/search_strings.asm): ```diff PokedexTypeSearchStrings: ; entries correspond with PokedexTypeSearchConversionTable (see data/types/search_types.asm) db " ---- @" db " NORMAL @" ... db " STEEL @" + db " FAIRY @" ``` ## 5. Update Pokémon types Edit the type entries in [data/pokemon/base_stats/](../blob/master/data/pokemon/base_stats/): - [azumarill.asm](../blob/master/data/pokemon/base_stats/azumarill.asm): `WATER, WATER` → `WATER, FAIRY` - [clefable.asm](../blob/master/data/pokemon/base_stats/clefable.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [clefairy.asm](../blob/master/data/pokemon/base_stats/clefairy.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [cleffa.asm](../blob/master/data/pokemon/base_stats/cleffa.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [granbull.asm](../blob/master/data/pokemon/base_stats/granbull.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [igglybuff.asm](../blob/master/data/pokemon/base_stats/igglybuff.asm): `NORMAL, NORMAL` → `NORMAL, FAIRY` - [jigglypuff.asm](../blob/master/data/pokemon/base_stats/jigglypuff.asm): `NORMAL, NORMAL` → `NORMAL, FAIRY` - [marill.asm](../blob/master/data/pokemon/base_stats/marill.asm): `WATER, WATER` → `WATER, FAIRY` - [mr__mime.asm](../blob/master/data/pokemon/base_stats/mr__mime.asm): `PSYCHIC_TYPE, PSYCHIC_TYPE` → `PSYCHIC_TYPE, FAIRY` - [snubbull.asm](../blob/master/data/pokemon/base_stats/snubbull.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [togepi.asm](../blob/master/data/pokemon/base_stats/togepi.asm): `NORMAL, NORMAL` → `FAIRY, FAIRY` - [togetic.asm](../blob/master/data/pokemon/base_stats/togetic.asm): `NORMAL, FLYING` → `FAIRY, FLYING` - [wigglytuff.asm](../blob/master/data/pokemon/base_stats/wigglytuff.asm): `NORMAL, NORMAL` → `NORMAL, FAIRY` ## 6. Update move types Edit the type columns in [data/moves/moves.asm](../blob/master/data/moves/moves.asm): - `CHARM`: `NORMAL` → `FAIRY` - `SWEET_KISS`: `NORMAL` → `FAIRY` - `MOONLIGHT`: `NORMAL` → `FAIRY` ## 7. Change Polkadot Bow to boost Fairy moves 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](../blob/master/constants/item_data_constants.asm): ```diff const_value set 50 const HELD_NORMAL_BOOST ... const HELD_STEEL_BOOST + const HELD_FAIRY_BOOST ``` Edit [data/types/type_boost_items.asm](../blob/master/data/types/type_boost_items.asm): ```diff 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](../blob/master/data/items/attributes.asm): ```diff ItemAttributes: ; entries correspond to constants/item_constants.asm ... ; 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](../blob/master/data/items/descriptions.asm): ```diff PolkadotBowDesc: - db "Powers up normal-" + db "Powers up fairy-" next "type moves. (HOLD)@" ``` *Now* we're done! ![Screenshot](screenshots/fairy-type.png) 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.