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

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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).
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).
{{data structure}}<br>
{{Project Games notice|data structure}}

Revision as of 21:59, 6 April 2012

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:

Offset Type Notes
0x00 uint8_t Attacking Type
0x01 uint8_t Defending Type
0x02 uint8_t Damage Multiplier - the value 10 represents normal damage, 20 double damage, 5 half damage, 0 no damage.

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 Foresight and Odor Sleuth is in play (in normal gameplay, the entries in this sections of the Ghost-type immunities to Normal- and Fighting-type attacks).


Data structure in the Pokémon games
Generation I Pokémon speciesPokémonPoké MartCharacter encodingSave
Generation II Pokémon speciesPokémonTrainerCharacter encoding (Korean) • Save
Generation III Pokémon species (Pokémon evolutionPokédexType chart)
Pokémon (substructures) • MoveContestContest moveItem
Trainer TowerBattle FrontierCharacter encodingSave
Generation IV Pokémon species (Pokémon evolutionLearnsets)
PokémonSaveCharacter encoding
Generation V-present Character encoding
TCG GB and GB2 Character encoding


Project Games logo.png This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.