Hmm yes, I'm sure that replacing the Ill. type is the best idea so the initial attacks like tackle and pound can be BEAST-type (pound is Ill. but I think it'll be beast) and try to take advantage of the Ill. Attacks to use them as light-related danmaku spells or something, as well light-types will be weak to dark attacks and vice versa.
Now that I'm going to replace the types...
That type/res. program you sent, it replaces/generates the in-game types images (the colored rectangular icons with the type name)? Or how I can do such icons? If I need sprites I think I need to burrow them from other hack but I need to make a icon for light so this is a problem and for that I want to create all the icons.
About these joke-mons I'll exclude them for sure, they don't seem to fit on the hack or Touhou-related things (Tori and all the puppets that appeared on the Safari Zone on Touhoumon Blue Version) and fan-characters ONLY if I don't have enough spaces and/or the sprites, giving the opportunity to catch and train all the characters from HRtP to DDC.
I also thought about moves descriptions for saying their attack range or what they do (like PP emerald):
Spoiler
> Pound (BEAST) "M/A basic 0 pri move with no sec. effects" notice that I wrote a M/, it stands for melee (phys.) so attacks with this will enter in contact with foe.
> Blazing Wheel (FIRE) "R/Rin 0 pri Spell that attacks all enemies, 20%/B" R=Ranged/Special, /B=burn chances.
> Pray4God (FAITH) "H/0 pri. Pray for a god to regain up to half of the max. HP" H/=heal.
> Sharpen (DREAM) "S/Increases base ATK by one level, wears off if switched out" S/=move that increases one or more stats.
> Detect (DREAM) "P/Move that protects user from being damaged, fail if used in reg. or sw." P/=protection.
> Will-o-wisp (FIRE) "SP/Sinister blue flames that travels in an arc to burn the foe". SP/=status problem if hits.
Oh too much stuff, thank you but I wanted to share some of my ideas.
I need to thank you again but more doubts about the tutorial you sent cames, specially related to hex edition...
I was at least 3 hours editing the sprites so accurate (this is not the problem) so following the tutorial I did this on paint, it's a zoom-in screen (I also saved it in PNG and BMP (16color, 256color and 24bit) if this helps:
Spoiler
(http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/paint1_zps577ad6f1.png)
http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/paint1_zps577ad6f1.png (http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/paint1_zps577ad6f1.png)
Once the creator of the tutorial speaks about hex finding and replacing, this gets a huge problem, look:
Spoiler
(http://i326.photobucket.com/albums/k421/TraceS666/hxd_zpsaa94ee4c.png)
http://i326.photobucket.com/albums/k421/TraceS666/hxd_zpsaa94ee4c.png (http://i326.photobucket.com/albums/k421/TraceS666/hxd_zpsaa94ee4c.png)
I don't know about this, and also another problem about saving image:
The image should be transparent but it look as this:
Spoiler
(http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_zps67f29245.png)
http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_zps67f29245.png (http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_zps67f29245.png)
So I tried to go to GIMP and erase the dark green BG leaving it transparent, then exported it as PNG without Gamma and Adam7 (all other options checked as it was and compression 9), once exported as PNG I imported as the tutorial creator said and I get this:
Spoiler
(http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_002_zpse5d90c3d.png)
http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_002_zpse5d90c3d.png (http://i326.photobucket.com/albums/k421/TraceS666/Screenshots/nse_002_zpse5d90c3d.png)
Can you help me through adding a new type (in a new post or something)?, I'm terribly bothering with all my problems but if you or someone else helps me with that I'll in deep thanks :D.
Edit: Notice the icon sprites losts a bit of color but I have them in better quality.
Have you planned the matchups of the Light type already?
Hmm, if you're asking about puppets and moves of such tipe yes.
Luna, Star and Sunny will earn light-type once evolve to normal form, as well I think Reimu will be another light one.
About moves I don't know the spells of these fairies but I heard they manipulate light (for that reason they earn this type) so yeah, a few more moves:
Spoiler
Fantasy S (Light) "R/Reimu's traditional spell with good damage. Attacks all enemies." Power: 90 - ACC: 80 - PP:5
Energy Light (It was NATURE but now LIGHT) "R/Holy magic that attacks one foe. 20%D/Sp.Def." Power: 80 - ACC: 100 - PP:15
From now I've these ideas and puppets with said type, also I thought about W/R (weakness & resistances), these are:
Spoiler
Weakness: Dark, Ghost. (As well light attacks are SE (super effective) against dark and ghosts).
Resistances: Faith, Reason, Heart.
Light moves deals more damage to: Dark, Ghost, Miasma, (may be DREAM).
And now I'm out of ideas but everyone is free to suggest something.
About progress I didn't start yet because of the problem with adding new type (I'm novice at HEX).
If curious I also thought a few more spells:
Spoiler
PoaHP (stands for Philosophy of a Hated Person, I wanted to add this but a lot of limit on use for avoid repeated use on it, nature-type may fit with it) "R/Koishi's spell that cloak the user by one turn. Works at once in every turn." P:180 A:90 PP:1 (just for avoiding spell abuse, you may think two times before use).
Superego (Heart) "R/Heart-shaped bullets attacks all enemies, 15%/I" I=Infatuation - P: 90 A:70 PP:5
Other typical move is LUNATIC (it may fit better thinking on its GFX as DREAM) "R/Attacks with the ultimate danmaku 5%/ID" ID = Instant Death (if appliable) - P: 120 A:80 PP:5
MasterSPK (Wind, Marisa and Yuuka may be the unique puppets capable of using this) "R/Attacks with a huge laser that lows SPEED by 2 stages." P:150 A:90 PP:5