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! 1 |
! 1 |
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! ID number |
! ID number |
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− | | This number must be different for each item. It must be a |
+ | | This number must be different for each item. It must be a whole number greater than 0. You can skip numbers (e.g. the sequence <code>23,24,25,197,198,199,...</code> is allowed). The order in which items are numbered is not important. |
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! 2 |
! 2 |
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* 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). |
* 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). |
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* 3 - The item is a TM. It teaches a move to a Pokémon, and disappears after use (unless TMs are set to infinite use). |
* 3 - The item is a TM. It teaches a move to a Pokémon, and disappears after use (unless TMs are set to infinite use). |
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− | * 4 - The item is a HM. It teaches a move to a Pokémon, but does not disappear after use. |
+ | * 4 - The item is a HM. It teaches a move to a Pokémon, but does not disappear after use. Moves taught by a HM cannot be forgotten. |
* 5 - The item can be used on a Pokémon (like 1), but it does not disappear after use (e.g. Poké Flute). |
* 5 - The item can be used on a Pokémon (like 1), but it does not disappear after use (e.g. Poké Flute). |
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The item icon can be any size, although 48x48 pixels is traditional. |
The item icon can be any size, although 48x48 pixels is traditional. |
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− | An item's icon can be animated. For it to be animated, its graphic should contain a number of |
+ | An item's icon can be animated. For it to be animated, its graphic should contain a number of frames in a row, and each frame must be exactly 48x48 pixels in size. No matter how many frames there are in the graphic, one complete cycle will last 1 second, so having more frames means less time is spent showing each individual frame. Both of these values (48 pixels and time per cycle) are defined at the top of the script section '''PItem_Sprites''' and are easily changeable; note that they apply to all item icons. |
== Mail == |
== Mail == |
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− | 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 <code> |
+ | In addition to the above, each Mail item also needs its own background picture. This picture is located in the folder "Graphics/Pictures/Mail" and called <code>mail_XXX.png</code>, where <code>XXX</code> 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. |
Mail background pictures should be the size of the game screen. |
Revision as of 19:51, 30 September 2020
- 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,1,400,"An item that prevents weak wild Pokémon from appearing for 100 steps after its use.",2,0,0, 217,POTION,Potion,Potions,2,200,"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.",0,4,4, 329,TM42,TM42,TM42s,4,10000,"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 greater than 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 same as 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 | The Bag pocket number the item is stored in. By default, this is one of:
| |
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. Typically, TMs and HMs will have the same description as the moves they teach, but they don't need to.
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. |
8 | Usability outside of battle | Is one of the following values:
|
9 | Usability in battle | Is one of the following values:
|
10 | Special items | Is one of the following values:
|
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 frames in a row, and each frame must be exactly 48x48 pixels in size. No matter how many frames there are in the graphic, one complete cycle will last 1 second, so having more frames means less time is spent showing each individual frame. Both of these values (48 pixels and time per cycle) are defined at the top of the script section PItem_Sprites and are easily changeable; note that they apply to all item icons.
In addition to the above, each Mail item also needs its own background picture. This picture is located in the folder "Graphics/Pictures/Mail" and called mail_XXX.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.