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Add a new wild Pokémon slot
This tutorial is for how to add more variety for wild Pokémon. As an example, we'll add an eighth slot for wild Pokémon in tall grass, and a fourth for wild Pokémon in water.
Edit constants/pokemon_data_constants.asm:
-DEF NUM_GRASSMON EQU 7 ; data/wild/*_grass.asm table size
-DEF NUM_WATERMON EQU 3 ; data/wild/*_water.asm table size
+DEF NUM_GRASSMON EQU 8 ; data/wild/*_grass.asm table size
+DEF NUM_WATERMON EQU 4 ; data/wild/*_water.asm table size
If you've seen the data/wild/*.asm files before, it should be obvious that NUM_GRASSMON
is the number of slots for Pokémon in tall grass at a particular time of day, and NUM_WATERMON
is for Pokémon in water at any time.
Edit data/wild/probabilities.asm:
GrassMonProbTable:
table_width 2, GrassMonProbTable
mon_prob 30, 0 ; 30% chance
mon_prob 60, 1 ; 30% chance
mon_prob 80, 2 ; 20% chance
mon_prob 90, 3 ; 10% chance
- mon_prob 95, 4 ; 5% chance
- mon_prob 99, 5 ; 4% chance
- mon_prob 100, 6 ; 1% chance
+ mon_prob 94, 4 ; 4% chance
+ mon_prob 97, 5 ; 3% chance
+ mon_prob 99, 6 ; 2% chance
+ mon_prob 100, 7 ; 1% chance
assert_table_length NUM_GRASSMON
WaterMonProbTable:
table_width 2, WaterMonProbTable
mon_prob 60, 0 ; 60% chance
- mon_prob 90, 1 ; 30% chance
- mon_prob 100, 2 ; 10% chance
+ mon_prob 80, 1 ; 20% chance
+ mon_prob 95, 2 ; 15% chance
+ mon_prob 100, 3 ; 5% chance
assert_table_length NUM_WATERMON
These are just the cumulative probabilities for each possible slot.
This will be tedious. If you edit NUM_GRASSMON
, you need to update the wild data for every map in data/wild/johto_grass.asm and data/wild/kanto_grass.asm; the same goes for NUM_WATERMON
with data/wild/johto_water.asm and data/wild/kanto_water.asm. Make sure that all the quantities are correct.
For example, we increased NUM_GRASSMON
from 7 to 8, so here's how Route 29's wild data could change in data/wild/johto_grass.asm:
def_grass_wildmons ROUTE_29
db 10 percent, 10 percent, 10 percent ; encounter rates: morn/day/nite
; morn
db 2, PIDGEY
db 2, SENTRET
db 3, PIDGEY
db 3, SENTRET
db 2, RATTATA
db 3, HOPPIP
db 3, HOPPIP
+ db 3, MARILL
; day
db 2, PIDGEY
db 2, SENTRET
db 3, PIDGEY
db 3, SENTRET
db 2, RATTATA
db 3, HOPPIP
db 3, HOPPIP
+ db 3, MARILL
; nite
db 2, HOOTHOOT
db 2, RATTATA
db 3, HOOTHOOT
db 3, RATTATA
db 2, RATTATA
db 3, HOOTHOOT
db 3, HOOTHOOT
+ db 3, POLIWAG
end_grass_wildmons
And we increased NUM_WATERMON
from 3 to 4, so here's how Cherrygrove City's wild data could change in data/wild/johto_water.asm:
def_water_wildmons CHERRYGROVE_CITY
db 6 percent ; encounter rate
db 20, TENTACOOL
db 15, TENTACOOL
+ db 20, CORSOLA
db 20, TENTACRUEL
end_water_wildmons
Don't miss any tables, or you could encounter glitch Pokémon, prevent encounters completely, or cause other weird bugs.
Anyway, that's it! As long as NUM_GRASSMON
and NUM_WATERMON
match the lengths of GrassMonProbTable
, WaterMonProbTable
, and the many individual maps' wild data tables, then you can have as many slots as you want.
(If your copy of pokecrystal is from before June 24, 2018, you'll also need to make these changes to engine/overworld/wildmons.asm, replacing some hard-coded numbers with constant expressions.)
If you want to make more specific changes to the logic of how wild Pokémon are encountered, then study the code in engine/overworld/wildmons.asm and look for where its algorithms would need editing.