moves.txt file defines all moves (attacks and status moves) that Pokémon can learn. Each move is defined on a single line in a CSV-like format.
File Format
Each line defines one move with comma-separated values:Example Entries
Field Definitions
Unique move ID number. Must be sequential starting from 1.
Internal identifier in UPPERCASE. Used in code and scripts.
Display name shown to players.
Three-character hexadecimal code defining the move’s special effect.Common codes:
000- Standard damage, no effect003- Puts target to sleep007- May paralyze target00A- May burn target00C- May freeze target013- May confuse target0DD- Drains HP (absorbs 50%)0C2- Two-turn attack, recharge next turn0A5- Never misses0EF- Prevents escape
Base power of the move. Use
0 for status moves.- Status moves:
0 - Weak moves:
20-40 - Standard moves:
50-80 - Strong moves:
90-120 - Ultra powerful:
150+ - Variable power:
1
Move’s elemental type.Valid types:
NORMAL, FIRE, WATER, ELECTRIC, GRASS, ICE, FIGHTING, POISON, GROUND, FLYING, PSYCHIC, BUG, ROCK, GHOST, DRAGON, DARK, STEEL, FAIRYMove damage category.Valid values:
Physical- Uses Attack/Defense statsSpecial- Uses Sp.Atk/Sp.Def statsStatus- Non-damaging move
Move accuracy percentage (0-100). Use
0 for moves that never miss.Base PP (Power Points) - number of times move can be used.Common values:
5- Very limited (powerful moves)10- Limited15- Standard20- Common25-40- Weak moves
Percentage chance (0-100) of secondary effect occurring.
0- No secondary effect or guaranteed effect10- 10% chance20- 20% chance30- 30% chance100- 100% chance (guaranteed)
Two-character code defining valid targets.Common codes:
00- Single adjacent target01- No target (self only)02- Random opposing Pokémon04- All opposing Pokémon08- All adjacent Pokémon (including ally)10- User20- Both sides40- User’s side80- Opponent’s side
Move priority (-6 to +5). Higher priority moves go first.
+5- Helping Hand+4- Detect, Protect+3- Fake Out+2- Extreme Speed+1- Quick Attack, Aqua Jet0- Normal priority-1- Vital Throw-3- Focus Punch-4- Avalanche-5- Counter-6- Dragon Tail
Single string containing flag letters defining move properties. No commas.Flag letters:
a- Makes contact with targetb- Affected by Protect/Detectc- Affected by Magic Coatd- Affected by Snatche- Copyable by Mirror Movef- Usable by a Pokémon with Fist Irong- Thaws user if frozenh- High critical hit ratioi- Biting move (boosted by Strong Jaw)j- Punching move (boosted by Iron Fist)k- Sound-based movel- Powder move (doesn’t affect Grass types)m- Pulse move (boosted by Mega Launcher)n- Ballistic move (blocked by Bulletproof)
Move description shown to players. Must be in quotes.
Move Categories
Physical Moves
Use Attack and Defense stats. Most contact moves are physical.Special Moves
Use Sp.Atk and Sp.Def stats. Most projectile and energy moves.Status Moves
No damage, used for stat changes, status conditions, field effects.Common Function Codes
Status Condition Codes
Status Condition Codes
003- Sleep007- Paralysis00A- Burn00C- Freeze00D- Freeze + Burn (Ice Burn)00E- Freeze + Flinch (Ice Fang)00F- Flinch010- Flinch (high chance)013- Confusion
Stat Modification Codes
Stat Modification Codes
01D- Raise user’s Defense by 101E- Raise user’s Defense by 1 (Defense Curl)01F- Raise user’s Speed by 1020- Raise user’s Sp.Atk by 1021- Raise user’s Sp.Def by 1 (Charge)022- Raise user’s Evasion by 1023- Raise user’s Critical ratio024- Raise user’s Attack and Defense by 1026- Raise user’s Attack and Speed by 1028- Raise user’s Attack and Sp.Atk by 1029- Raise user’s Attack and Accuracy by 102B- Raise user’s Sp.Atk, Sp.Def and Speed by 1032- Raise user’s Sp.Atk by 2038- Raise user’s Defense by 3039- Raise user’s Sp.Atk by 3
HP Manipulation Codes
HP Manipulation Codes
0DD- Drain HP (restore 50% of damage)0D5- Heal user by 50% max HP0D6- Heal user by 50% max HP (Roost)0D8- Heal user (varies by weather)0E0- Explosion (user faints)0E1- Final Gambit (user faints, damage = user’s HP)0E2- Memento (user faints, lower stats)
Multi-Turn & Charging Codes
Multi-Turn & Charging Codes
0C2- Two-turn attack (Hyper Beam pattern)0C3- Charge turn then attack (Razor Wind)0C4- Charge turn then attack (Solar Beam)0C5- Charge turn then attack (Freeze Shock)0C6- Charge turn then attack (Ice Burn)0C7- Charge turn then attack (Sky Attack)0C8- Charge turn then attack (Skull Bash)0C9- Two-turn attack (Fly)0CA- Two-turn attack (Dig)0CC- Two-turn attack (Bounce)0CD- Two-turn attack (Shadow Force)0CE- Two-turn attack (Sky Drop)
Complete Examples
Damaging Move
- 90 base power Electric special move
- 100% accuracy, 15 PP
- 10% chance to paralyze
- Single target, normal priority
- Affected by Protect, Mirror Move, Iron Fist
Status Move
- No damage (0 power)
- 90% accuracy, 20 PP
- Paralyzes target
- Affected by Protect, Magic Coat, Mirror Move
Multi-Target Move
- Hits all adjacent Pokémon (target code
08) - 100 base power Ground physical move
- Special function code
076(hits underground Dig users)
Priority Move
- Priority
1(goes before normal moves) - 40 base power, 100% accuracy
- Makes contact
Function Codes: The function code system is extensive. For a complete list of all function codes and their effects, refer to the
PokeBattle_MoveEffects.rb file in the game’s Scripts folder.Variable Power Moves: Moves with
BasePower=1 have their power calculated by their function code. Examples include Grass Knot (based on weight), Gyro Ball (based on speed), and Hidden Power (based on IVs).