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This article describes the metadata, a set of information contained within the PBS file "metadata.txt" which defines some important information.

There are two parts to the metadata: global metadata and map-specific metadata.

See also

Player

  • As well as a few other things, the global metadata defines player characters.

Maps

  • Each map-specific metadata section sets various properties of a map.

Global metadata

The first section of the PBS file "metadata.txt" begins with [000], and contains much of the information about the player characters, as well as some other general information.

It looks like the following:

[000]
PlayerA=POKEMONTRAINER_Red,trchar000,boy_bike,boy_surf_offset,boy_run,boy_dive_offset,boy_fish_offset,boy_fishsurf_offset
PlayerB=POKEMONTRAINER_Leaf,trchar001,girl_bike,girl_surf_offset,girl_run,girl_dive_offset,girl_fish_offset,girl_fishsurf_offset
Home=3,7,5,8
BicycleBGM=Airship.mid
SurfBGM=Ship.mid
WildBattleBGM=002-Battle02.mid
TrainerBattleBGM=005-Boss01.mid

The table below explains what each line means:

Metadata Description
PlayerA
PlayerB
PlayerC
PlayerD
PlayerE
PlayerF
PlayerG
PlayerH
Information on the player characters in the game. The "PlayerA" line is required, and the other seven are optional. This setting consists of a number of comma-separated fields, as follows:
  1. The player's trainer type. This is the internal name of a trainer type, as defined in the PBS file "trainertypes.txt". This trainer type is defined in exactly the same way as any other trainer type, and is typically only used by this player character (although some games may turn an unused player character into a rival instead).
  2. The character's walking charset, as found in "Graphics/Characters".
  3. The character's cycling charset, as found in "Graphics/Characters".
  4. The character's surfing charset, as found in "Graphics/Characters".
  5. The character's running charset, as found in "Graphics/Characters".
  6. The character's diving charset, as found in "Graphics/Characters".
  7. The character's fishing-while-standing charset, as found in "Graphics/Characters".
  8. The character's fishing-while-surfing charset, as found in "Graphics/Characters".

Typically, "PlayerA" will correspond to the male player character, and "PlayerB" the female one. The charsets mentioned should depict the "default" outfit for that player character, i.e. they have no outfit ID number at the end of their filenames.

If a charset includes the word "offset", then it will be shifted 1 tile south when being displayed. This is useful for any charset which extends below the tile the player is currently on (such as fishing).

It is possible to modify the scripts to allow for more than eight player options, but this requires some scripting knowledge.

Home The point that the player is transferred to when they black out but no Poké Center has been visited yet. This line consists of four comma-separated numbers in the following order:
  1. Map ID.
  2. X coordinate on that map.
  3. Y coordinate on that map.
  4. Direction the player should face (2=down, 4=left, 6=right, 8=up, 0=retain direction).

The map identified by this metadata must have an event page with the "Autorun" trigger, which depends on the Global Switch called "Starting Over" (number 1 by default). This event page, when run, must heal all Pokémon in the player's party (use the event command "Recover All: Entire Party" for this), and then turn that Global Switch OFF again.

This metadata is required.

BicycleBGM The background music that plays while the player is cycling.
SurfBGM The background music that plays while the player is surfing.
WildBattleBGM The default music that plays during wild Pokémon battles. It should be placed in the "Audio/BGM" directory.
TrainerBattleBGM The default music that plays during trainer battles. It should be placed in the "Audio/BGM" directory.
WildVictoryME The default victory music that plays at the end of a won wild Pokémon battle. It should be placed in the "Audio/ME" directory.
TrainerVictoryME The default victory music that plays at the end of a won Trainer battle. It should be placed in the "Audio/ME" directory.

Map-specific metadata

Each map can have its own metadata section, containing information that is specific to that map and which tells it how to behave. For example, metadata can specify whether the player can ride a bicycle on a given map, where that map is located on the region map, and whether it is an outdoor map.

While all of the map-specific metadata are technically optional, several of them will need to be included for (nearly) all maps in order to ensure they behave properly.

A map's metadata section begins with the map's ID number in square brackets, e.g. [042]. An example of a map-specific metadata section is as follows:

[004]
Outdoor=true
Bicycle=true
MapPosition=0,6,4
ShowArea=true
Weather=Rain,100

The possible entry types are as follows:

Metadata Description For which maps
Outdoor If this is TRUE, this map is an outdoor map. If this is FALSE (or this line doesn't exist), this map is an indoor map. Only outdoor maps will have day/night tinting. The hidden move Fly can only be used on an outdoor map. Outdoor maps
Bicycle If this is TRUE, the bicycle can be used on this map. If this is FALSE, it cannot. If this line doesn't exist, then the player will only be able to ride a bicycle if this map is an outdoor map.

Note that caves are not outdoor maps, and therefore cave maps must have this metadata (set to TRUE) in order to allow the player to cycle in caves. This can also apply to gatehouses.

Non-outdoor maps that can be cycled in
BicycleAlways If this is TRUE, the player will automatically mount their bicycle upon entering this map, and they cannot dismount it (not even to fish or surf) while on this map.

Note that the player will mount a bicycle upon entering this map even if they don't own one. Checks should be made before the player can enter one of these maps, to allow them through only if they own a bicycle.

Cycling Road maps
HealingSpot This is a set of three comma-separated numbers: a map ID number followed by the X and Y coordinates of a particular tile in that map.

When a map with this metadata is entered (e.g. the interior of a Poké Center), the Teleport destination is changed to the spot described by this metadata. The Teleport destination itself is not usually the same map as the one that has this metadata set; the destination will be the tile just in front of the entrance to this map (e.g. just in front of a Poké Center's entrance).

Note that the only thing this metadata affects is the Teleport destination. It does not determine Fly destinations (those are set on the region map), nor does it determine where the player goes to after blacking out (this is either set by the script Kernel.pbSetPokemonCenter which is part of the Poké Center nurse event, or the "Home" global metadata mentioned above).

Poké Centre interiors
MapPosition The position on the region map where this map is located. This metadata consists of three comma-separated numbers that indicate the region number and this map's X and Y coordinates on that region map.

When standing in this map and looking at the Town Map, the player's head icon will be placed on this point to show their current location. Note that this is (pretty much) the only purpose of this setting - it does not name the point or make it a Fly destination - see the article Region map for those features.

For large maps, this should be the top left square of the map (even if that particular square isn't part of the map).

All maps
MapSize The size and shape of this map in region map squares. This metadata consists of two comma-separated numbers that indicate the overall width and the layout of the map. The width can be 1. The overall height is calculated from these two numbers.

The layout is a string of 1s and 0s, where 1 represents a square which is part of the map and 0 is a square which isn't. For example, if the width of the map is 2, and the layout is "1011", then the map is a 2x2 L-shaped map with the gap in the top right corner. The layout should not be comma-separated.

Maps with this metadata calculate the relative position of the player on that map, and show the player's head icon in the appropriate place depending on this position.

Large maps
ShowArea If this is TRUE, a location signpost stating the map's name will be displayed at the top left of the screen when it is entered. If this is FALSE (or this line doesn't exist), it won't.

Typically, this metadata should only be TRUE for outdoor maps and other important areas (e.g. some caves).

There are some cases where a location signpost will not be displayed even if this metadata says it should. See the article Map transfers for more details.

Outdoor maps, other important maps
Weather The weather in effect on this map, and the likelihood of it. This setting consists of two fields: the weather type and the probability (out of 100). The possible weather types are as follows:
  • Rain
  • Storm
  • Snow
  • Sandstorm
  • Sunny
Maps with weather
DarkMap If this is TRUE, this map is enshrouded in darkness and a small circle of light will appear around the player. If this is FALSE (or this line doesn't exist), there is no darkness. The player can use the move Flash to illuminate the surroundings, and can only use Flash on dark maps (if it has not already been used). Dark maps
DiveMap The underwater layer of this map. This metadata defines the map ID of the underwater map related to this map, and is required if this map contains accessible patches of deep water (tiles with terrain tag 5) where the move Dive can be used.

Multiple maps cannot refer to the same underwater map.

Maps with deep water to dive into
SafariMap If this is TRUE, this map is part of the Safari Zone.

Walking in a map that is part of the Safari Zone will decrease the player's Safari Zone step count. Wild Pokémon battles that occur in these maps will be Safari encounters (i.e. the player doesn't use Pokémon, but instead throws bait/rocks, and the wild Pokémon either stays or flees, etc.).

Safari Zone maps
SnapEdges If this is TRUE, then the screen cannot scroll past the edges of the map. This avoids showing the black borders beyond the edges of maps, but the camera will not be centred on the player if they are close to the edges. -
Dungeon If this is TRUE, this map is a randomly generated dungeon map which changes layout each time the player enters it. This map should not be connected to any other map. Dungeon maps
BattleBack The backdrop picture used for all battles that take place on this map. This setting is a phrase which corresponds to a particular backdrop; see the article Backgrounds and music for more information. -
WildBattleBGM The music played during any wild battles that take place on this map. See the article Backgrounds and music for more information. -
TrainerBattleBGM The music played during any trainer battle that takes place on this map. See the article Backgrounds and music for more information. -
WildVictoryME The music played when the player wins a wild Pokémon battle that takes place on this map. See the article Backgrounds and music for more information. -
TrainerVictoryME The music played when the player wins a trainer Pokémon battle that takes place on this map. See the article Backgrounds and music for more information. -

Editing the metadata

You can edit the metadata in two ways: the first is by editing the PBS file "metadata.txt" directly, and the second is by using the "Set Metadata" option in the Debug menu.

Note that the "Set Metadata" option does NOT move any files around, nor does it create any audio files or graphics that may be needed (such as a new player character's spritesets). You will need to add these files into the appropriate folders yourself.

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