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author | InfernoGear <32606575+InfernoGear@users.noreply.github.com> | 2021-04-01 17:31:07 -0500 |
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committer | InfernoGear <32606575+InfernoGear@users.noreply.github.com> | 2021-04-01 17:31:07 -0500 |
commit | d8e11aa1ec6efba463f5d8c40f1860b203fe5129 (patch) | |
tree | 89d2454020ead8b5f240081800277ddce8d80aea | |
parent | 6e9b354d4d3e232949416bc9de12d17ca08875a9 (diff) |
Added more explaination.
-rw-r--r-- | Add-a-new-type.md | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/Add-a-new-type.md b/Add-a-new-type.md index 03825aa..01a14b1 100644 --- a/Add-a-new-type.md +++ b/Add-a-new-type.md @@ -11,6 +11,8 @@ This tutorial is for how to add new types for Pokemon or moves. As an example, w 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](../blob/master/constants/type_constants.asm): ```diff @@ -90,9 +92,13 @@ TypeNames: .Dragon: db "DRAGON@" +.Dark: db "DARK@" ``` +Repeat this for any move. +Make sure the top pointer table is in the same order as the move IDs. ## 3. List the type matchups +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/type_effects.asm](../blob/master/data/type_effects.asm): ```diff |