Creating Moves
Moves are defined in thePBS/moves.txt file. Each move has properties that determine its type, power, accuracy, effects, and more.
Move Entry Structure
Each move is defined on a single line with comma-separated values:Real Example: Megahorn
Field Definitions
Unique identifier for the move. Must be sequential starting from 1.
Internal code name, all uppercase. Used in scripts and PBS files.Example:
MEGAHORN, THUNDERBOLT, EARTHQUAKEDisplay name shown to players.Example:
Megacuerno, Rayo, TerremotoThree-digit code that determines the move’s special effect.
000- Standard damage move with no special effect007- May paralyze target00A- May burn target00C- May freeze target013- Confuses target- See full list in the scripts
The base damage of the move. Use
0 for status moves.- Weak moves: 40-60
- Medium moves: 70-90
- Strong moves: 100-120
- Ultimate moves: 130-150+
The move’s type:
NORMAL, FIRE, WATER, ELECTRIC, GRASS, ICE, FIGHTING, POISON, GROUND, FLYING, PSYCHIC, BUG, ROCK, GHOST, DRAGON, DARK, STEEL, FAIRYAttack category:
Physical- Uses Attack statSpecial- Uses Special Attack statStatus- Non-damaging move
Hit chance from 0-100. Use
0 for moves that never miss.Base Power Points (number of times the move can be used).Typical values: 5, 10, 15, 20, 25, 30, 35, 40
Percentage chance (0-100) for secondary effects to trigger. Use
0 if no secondary effect or effect always triggers.Who the move affects:
00- Single adjacent enemy01- User02- Random enemy04- All enemies08- All allies10- User’s side20- Both sides
Move speed priority. Higher numbers go first.
-6to-1- Slower than normal0- Normal priority1to5- Faster than normal (Quick Attack, Extremespeed)
Letter codes indicating move properties:
a- Move makes contactb- Affected by Protectc- Affected by Magic Coatd- Affected by Snatche- Can be used while frozenf- Thaws user if frozeng- High critical hit ratioh- Guaranteed critical hiti- Bite-based move (affected by Strong Jaw)j- Punch-based move (affected by Iron Fist)k- Sound-based movel- Powder-based movem- Pulse moven- Bomb move
Move description shown in-game. Enclosed in quotes.
Move Examples by Type
Physical Attack Moves
Special Attack Moves
Status Moves
Common Function Codes
Function codes are defined in the game’s scripts. Check
PokeBattle_Move and PokeBattle_MoveEffect for the complete list and their implementations.Priority Moves
Moves with priority always go before normal moves:Multi-Turn and Special Moves
Recharge Moves
Two-Turn Moves
OHKO Moves
One-hit knockout moves have a function code of070:
Weather and Terrain Moves
Creating a New Move
000007 (paralyze), 00A (burn), etc.042 (lower Attack), 020 (raise Sp. Atk), etc.999,CUSTOMMOVE,Custom Move,000,80,FIRE,Special,100,15,20,00,0,bef,"A custom fire move that may burn."
Move Flags Reference
Power Calculation
Moves calculate damage based on:- Base Power - The value in the moves.txt file
- Attack/Sp. Attack stat - From the user
- Defense/Sp. Defense stat - From the target
- STAB - 1.5x if move type matches user type
- Type effectiveness - 0x, 0.5x, 1x, 2x, or 4x
- Random factor - 0.85x to 1.0x
Next Steps
- Creating Abilities - Define custom abilities
- Creating Items - Make items that teach moves (TMs)
- Creating Pokémon - Add moves to Pokémon learnsets