- For the main page about moves, see Moves.
- For a description of how move effects work, see Move effects.
- For a list of all function codes and their effects, see Function codes.
- For how to create an animation for a move, see Attack animations.
This page describes how to define a move.
Defining a move
A move begins with its definition. This means that it is listed in the PBS file "moves.txt", so that it can be recognised by the game as a move. This alone does not necessarily give the move an effect, but you must start by defining it before you can use it.
This page only describes how to define a move. See the page Move effects to find out how to add effects to defined moves.
PBS file "moves.txt"
The PBS file "moves.txt" lists all the defined moves in the game. Each line in this file is one separate move.
Every line in this file follows the same format. Firstly, here are some examples:
188,FLAMETHROWER,Flamethrower,00A,90,FIRE,Special,100,15,10,NearOther,0,bef,"The target is scorched with an intense blast of fire. It may also leave the target with a burn." 212,FLY,Fly,0C9,90,FLYING,Physical,95,15,0,Other,0,abef,"The user soars, then strikes on the second turn. It can also be used for flying to any familiar town." 399,TACKLE,Tackle,000,40,NORMAL,Physical,100,35,0,NearOther,0,abef,"A physical attack in which the user charges and slams into the target with its whole body." 510,TAILWHIP,Tail Whip,043,0,NORMAL,Status,100,30,0,AllNearFoes,0,bce,"The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat." 667,BUBBLE,Bubble,044,40,WATER,Special,100,30,10,AllNearFoes,0,bef,"A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats."
Each line is structured as follows, with commas separating each part:
|1||ID number||This number must be different for each move. It must be a whole number greater than 0. You can skip numbers (e.g. the sequence |
ID numbers are obsolete and not used for anything.
|2||ID||This must be different for each move. This is how the scripts refer to the move. Typically this is the same as the move name, but written in all capital letters and with no spaces or symbols. In the scripts, the ID is used as a symbol (i.e. with a colon in front of it, e.g. :TACKLE). The ID is never seen by the player.|
|3||Name||The name of the move, as seen by the player.|
|4||Function code||The move's function code. This is a string of text. Each function code represents a different effect (e.g. poisons the target).|
|5||Base power||The move's base power value. Status moves have a base power of 0, while moves with a variable base power are defined here with a base power of 1. For multi-hit moves, this is the base power of a single hit.|
|6||Type||The ID of the move's elemental type.|
|7||Damage category||Is one of the following:
|8||Accuracy||The move's accuracy, as a percentage. An accuracy of 0 means the move doesn't perform an accuracy check (i.e. it will always hit, barring effects like semi-invulnerability).|
|9||Total PP||The maximum amount of PP this move can have, not counting modifiers such as the item PP Up. If the total PP is 0, the move can be used infinitely.|
|10||Additional effect chance||The probability that the move's additional effect occurs, as a percentage. If the move has no additional effect (e.g. all status moves), this value is 0.
Note that some moves have an additional effect chance of 100 (e.g. Acid Spray), which is not the same thing as having an effect that will always occur. Abilities like Sheer Force and Shield Dust only affect additional effects, not regular effects.
|11||Target||The Pokémon that the move will strike. Is one of the following:
The word "near" means the move will be unable to target a Pokémon that is not near to the user (e.g. when they are at opposite ends in a triple battle).
|12||Priority||The move's priority, between -6 and 6 inclusive. This is usually 0. A higher priority move will be used before all moves of lower priority, regardless of Speed calculations. Moves with equal priority will be used depending on which move user is faster.
For example, Quick Attack has a priority of 1.
|13||Flags||Any combination of the following letters:
|14||Description||The move's description.
If there are any commas in the description, you must surround the entire description with quote marks. If there are no commas in the description, there's no harm in having those quote marks anyway.
If there are any quote marks in the description itself, you must put a backslash before each of them, e.g.