Item data structure (Generation III): Difference between revisions

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Revision as of 10:40, 11 November 2006

Item data is stored in a 44-byte structure in the US version of the GBA games.

In the Japanese version, the name field is only 10 bytes long, so the structure is 40 bytes long.

Offset Field Size
0 Name 14 bytes
14 Index number 2 bytes
16 Price 2 bytes
18 Padding? 2 bytes
20 Description 4 bytes
24 Mystery value 1 1 byte
25 Mystery value 2 1 byte
26 Pocket 1 byte
27 Type 1 byte
28 Mystery pointer 4 bytes
32 Padding? 12 bytes

Pocket

This determines which pocket of the bag the item should be stored in.

Number Item type
1 Main pocket
2 Poké Ball
3 Berries
4 TMs and HMs
5 Key items

Type

For items other than Poké Balls, the type determines how the item can be used. With Poké Balls, the type indicates the Poké Ball type, and is one less than the index number.

Type Description
0 Mail
1 Items which can be used out-of-battle.
2 Items which must be used in a certain location; key items of this type can be assigned to select.
3 Only the Pokéblock case is of this type.
4 Items which cannot be used out-of-battle.

Mystery values

Mystery value 1 is:

  • 0 for normal items.
  • 1 for HMs and most key items.
  • 2 for some plot-related key items: Devon Goods, Letter, Red Orb, Blue Orb and Oak's Parcel.

Mystery value 2 is:

  • 0 for most items.
  • 1 for many key items: Mach Bike, Itemfinder, Old Rod, Good Rod, Super Rod, Acro Bike, Pokéblock Case, Bicycle, Town Map, VS Seeker, Fame Checker, TM Case, Berry Pouch, Teachy TV, Tri-Pass, Rainbow Pass, Tea, Mysticticket, Auroraticket, Powder Jar, Ruby, Sapphire, Magma Emblem and Old Sea Map.

The mystery pointer is thought to point to program code, since items with a similar effect have the same pointer; for example, all healing items, including drinks and herbs, have the value 0x080FDEA1.