Type chart data structure (Generation III): Difference between revisions

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The [[type]] chart in the [[Generation III]] Pokémon games are stored in a 336 byte data structure.  The data structure consists of a number of 112 3-byte entries:
==Specs==
The [[type]] chart in the [[Generation III]] Pokémon games are stored in a 336 byte data structure.  The data structure consists of a number of 112 3-byte entries, all of which use the following format:
 
{| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="3"
|-
! style="text-align: center; background: #ccf;" | '''Base Stats''' || colspan="2" style="text-align: center; background: #ccf;" | Data whose names are marked with an asterisk (*) have more information below the table.
|-
| Name || Type || Description
|-
| [[Type|Attacking Type]]* || byte || The type of the move being used.
|-
| Defending Type* || byte || The type of the Pokémon being attacked.
|-
| [[Damage_modification#Type_effectiveness|Effectiveness]]* || byte || Used to determine the Damage multiplier.
|}
 
==Notes==
===Types===
 
Types are enumerated like this:


{|
{|
! Offset !! Type !! Notes
|-
|-
| 0x00 || uint8_t || Attacking Type
| 00. {{t|Normal}}
| 01. {{t|Fighting}}
| 02. {{t|Flying}}
| 03. {{t|Poison}}
| 04. {{t|Ground}}
| 05. {{t|Rock}}
|-
| 06. {{t|Bug}}
| 07. {{t|Ghost}}
| 08. {{t|Steel}}
| 09. {{t|???}}
| 10. {{t|Fire}}
| 11. {{t|Water}}
|-
| 12. {{t|Grass}}
| 13. {{t|Electric}}
| 14. {{t|Psychic}}
| 15. {{t|Ice}}
| 16. {{t|Dragon}}
| 17. {{t|Dark}}
|}
 
===Effectiveness===
{|style="border: 1px solid #88a; padding: 0.5em;" cellspacing="9"
|00
|Totally ineffective, such as {{t|Electric}} on {{t|Ground}}.
|-
|-
| 0x01 || uint8_t || Defending Type
|05
|Not very effective, such as {{t|Water}} on {{t|Grass}}.
|-
|-
| 0x02 || uint8_t || Damage Multiplier - the value 10 represents normal damage, 20 double damage, 5 half damage, 0 no damage.
|14
|Supereffective, such as {{t|Ice}} on {{t|Dragon}}
|}
|}


There are two notable entries of note: there are two special entries, which have the damage multipliers set to 0. The first special entry has attacking and defending types 0xFE, and the second special entry has attacking and defending types 0xFF.  The latter must be the last three bytes in the data structure, while the former must appear exactly once somewhere in the data structure. Regular type chart entries placed between the two special entries do not apply when {{m|Foresight}} and {{m|Odor Sleuth}} is in play (in normal gameplay, the entries in this sections of the {{t|Ghost}}-type immunities to {{t|Normal}}- and {{t|Fighting}}-type attacks).
Normally effective attacks, such as {{t|Fighting}} on {{t|Poison}} are not listed in the table.
 
===Foresight and Odor Sleuth===
 
Near the end of the data structure, there are three bytes that signal the end of the normal part of the table - FE FE 00. There are only two entries after this, and they are {{t|Fighting}} and {{t|Normal}} on {{t|Ghost}}, respectively.
 
However, this area of the table is unique in that all entries in it are ignored after {{m|Foresight}} or {{m|Odor Sleuth}} is used, simply reverting to normal damage.
 
The end of the table is marked with FF FF 00.


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