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Defining an item

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For the main page about items, see Items.
For a description of how item effects work, see Item effects.
For adding, removing, counting and choosing items in the Bag, see Manipulating items.

This page describes how to define an item.

Defining an item

An item begins with its definition. This means that is is listed in the PBS file "items.txt", so that it can be recognised by the game as an item. This alone does not give the item an effect, but you must start by defining it before you can use it.

This page only describes how to define an item. See the page Item effects to find out how to add effects to defined items.

PBS file "items.txt"

The PBS file "items.txt" lists all the defined items in the game. Each line in this file is one separate item.

Every line in this file follows the same format. Firstly, here are some examples:

1,REPEL,Repel,Repels,1,350,"An item that prevents weak wild Pokémon from appearing for 100 steps after its use.",2,0,0,
217,POTION,Potion,Potions,2,300,"A spray-type medicine for wounds. It restores the HP of one Pokémon by just 20 points.",1,1,0,
266,GREATBALL,Great Ball,Great Balls,3,600,"A good, high-performance Ball that provides a higher Pokémon catch rate than a standard Poké Ball.",0,2,4,
329,TM42,TM42,TM42s,4,3000,"An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.",3,0,0,FACADE
510,TOWNMAP,Town Map,Town Maps,8,0,"A very convenient map that can be viewed anytime. It even shows your present location.",2,0,6,

Each line is structured as follows, with commas separating each part:

Part Information Description
1 ID number This number must be different for each item. It must be a whole number between 1 and 65535 (it cannot be 0). You can skip numbers (e.g. the sequence 23,24,25,197,198,199,... is allowed). The order in which items are numbered is not important.
2 Internal name This is how the scripts refer to the item. Typically this is the item name, but written in all capital letters and with no spaces or symbols. The internal name is never seen by the player.
3 Display name The name of the item, as seen by the player.
4 Plural display name The plural form of the name of the item, as seen by the player.
5 Pocket The Bag pocket number the item is stored in. By default, this is one of:
  • 1 - Items
  • 2 - Medicine
  • 3 - Poké Balls
  • 4 - TMs & HMs
  • 5 - Berries
  • 6 - Mail
  • 7 - Battle Items
  • 8 - Key Items
6 Price The cost of the item when the player buys it from a Poké Mart. Note that when the player sells the item to a Poké Mart, it is sold for half this price (by default). If an item has a price of 0, the player cannot sell it.
7 Description The item's description. Quote marks are only required if there is a comma in the description, but there's no harm adding them in anyway. If there are any quote marks in the description itself, you must put a backslash before each of them, e.g. \". The same applies if there are any apostrophes in the description and you haven't surrounded it with quote marks.

Typically, TMs and HMs will have the same description as the moves they teach, but they don't need to.

8 Usability outside of battle Is one of the following values:
  • 0 - The item cannot be used outside of battle.
  • 1 - The item can be used on a Pokémon, and disappears after use (e.g. Potions, Elixirs). The party screen will appear when using this item, allowing you to choose the Pokémon to use it on. Not for TMs and HMs, though.
  • 2 - The item can be used out of battle, but it isn't used on a Pokémon (e.g. Repel, Escape Rope, usable Key Items).
  • 3 - The item is a TM. It teaches a move to a Pokémon, and disappears after use (unless TMs are set to infinite use).
  • 4 - The item is a HM. It teaches a move to a Pokémon, but does not disappear after use.
  • 5 - The item can be used on a Pokémon (like 1), but it does not disappear after use (e.g. Poké Flute).
9 Usability in battle Is one of the following values:
  • 0 - The item cannot be used in battle.
  • 1 - The item can be used on one of your party Pokémon, and disappears after use (e.g. Potions, Elixirs). The party screen will appear when using this item, allowing you to choose the Pokémon to use it on.
  • 2 - The item is a Poké Ball, is used on the active Pokémon you are choosing a command for (e.g. X Accuracy), or is used directly (e.g. Poké Doll).
  • 3 - The item can be used on a Pokémon (like 1), but does not disappear after use (e.g. Poké Flute).
  • 4 - The item can be used directly, but does not disappear after use.
10 Special items Is one of the following values:
  • 0 - The item is none of the items below.
  • 1 - The item is a Mail item.
  • 2 - The item is a Mail item, and the images of the holder and two other party Pokémon appear on the Mail.
  • 3 - The item is a Snag Ball (i.e. it can capture enemy trainers' Shadow Pokémon).
  • 4 - The item is a Poké Ball item.
  • 5 - The item is a berry that can be planted.
  • 6 - The item is a Key Item.
11 TM/HM move This field is for TMs and HMs only, and contains the internal name of the move that it teaches.

Each move that can be taught (by TMs, HMs and Move Tutors) must have its own section in the PBS file "tm.txt", which lists all Pokémon capable of learning that move. See the page Learning moves for more information.

Item icons

Each item has a single icon, which is located in the folder "Graphics/Icons" and called itemXXX.png, where XXX is the internal name of that item or its ID number padded to 3 digits (e.g. item number 6 would have an icon called "item006.png", item number 42 would have an icon called "item042.png").

The item icon can be any size, although 48x48 pixels is traditional.

An item's icon can be animated. For it to be animated, its graphic should contain a number of cels in a row, and each cel must be exactly 48x48 pixels in size. No matter how many cels there are in the graphic, one complete cycle will last 40 frames (i.e. 1 second), so having more cels means less time is spent showing each individual cel. Both of these values (48 pixels and 40 frames) are defined at the top of the script section PItem_Sprites and are easily changeable; note that they apply to all item icons.

Mail

In addition to the above, each Mail item also needs its own background picture. This picture is located in the folder "Graphics/Pictures" and called mailXXX.png, where XXX is the internal name of that item or its ID number padded to 3 digits.

Mail background pictures should be the size of the game screen.

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