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authorInfernoGear <32606575+InfernoGear@users.noreply.github.com>2021-04-01 17:31:07 -0500
committerInfernoGear <32606575+InfernoGear@users.noreply.github.com>2021-04-01 17:31:07 -0500
commitd8e11aa1ec6efba463f5d8c40f1860b203fe5129 (patch)
tree89d2454020ead8b5f240081800277ddce8d80aea
parent6e9b354d4d3e232949416bc9de12d17ca08875a9 (diff)
Added more explaination.
-rw-r--r--Add-a-new-type.md6
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