Type chart data structure (Generation III)
The data structure consists of 112 3-byte entries, all of which use the following format. Data whose names are marked with an asterisk (*) have more information below the table.
|Attacking Type*||byte||The type of the move being used.|
|Defending Type*||byte||The type of the Pokémon being attacked.|
|Effectiveness*||byte||Used to determine the Damage multiplier.|
Types are enumerated like this:
|0x00||0||Totally ineffective, such as Electric on Ground.|
|0x05||5||Not very effective, such as Water on Grass.|
|0x14||20||Supereffective, such as Ice on Dragon|
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 Fighting and Normal on Ghost, respectively.
The end of the table is marked with FF FF 00.
00 05 05 // Normal -> Rock (Not very effective) 00 08 05 // Normal -> Steel (Not very effective) 0A 0A 05 // Fire -> Fire (Not very effective) 0A 0B 05 // Fire -> Water (Not very effective) 0A 0C 14 // Fire -> Grass (Super effective) 0A 0F 14 // Fire -> Ice (Super effective) 0A 06 14 // Fire -> Bug (Super effective) 0A 05 05 // Fire -> Rock (Not very effective) 0A 10 05 // Fire -> Dragon (Not very effective) 0A 08 14 // Fire -> Steel (Super effective) 0B 0A 14 // Water -> Fire (Super effective)
|This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|