Skip to main content

Import Pokemon Essentials Projects

Have a Pokemon Essentials project you have been working on for months or years? OpenMon's Essentials Importer converts your PE v20, v21, and v21.1 project data into OpenMon format -- preserving your work while giving you access to Unity's full platform support and commercial licensing.

Available in Basic tier and above.

What Gets Imported

The Essentials Importer handles these data types:

PE DataOpenMon EquivalentStatus
PBS/pokemon.txtMonsterSpecies ScriptableObjectsFully supported
PBS/moves.txtMoveData ScriptableObjectsFully supported
PBS/types.txtTypeChart configurationFully supported
PBS/abilities.txtAbilityData ScriptableObjectsFully supported
PBS/items.txtItemData ScriptableObjectsFully supported
PBS/trainers.txtTrainerData ScriptableObjectsFully supported
PBS/encounters.txtEncounterTable ScriptableObjectsFully supported
PBS/tm.txtTM/HM compatibility dataFully supported
Map files (.rxdata)Unity Scenes with GridControllerSupported (v20/v21)
Tileset imagesUnity Sprite AtlasesSupported
Event scriptsCommandGraph nodesPartial (common events)
Audio filesAudioClips with AudioManager configDirect copy

What Requires Manual Work

Some PE features do not have direct automated conversion:

  • Complex Ruby scripts -- Custom PE scripts beyond standard events need manual porting to C# or CommandGraph.
  • Plugin-specific data -- Third-party PE plugins store data in non-standard formats.
  • Custom UI layouts -- PE's window system is fundamentally different from Unity UI.
  • Animated battle sprites -- PE uses a different animation format; sprites import as static frames that you can reassemble.

Prerequisites

Before importing, ensure you have:

  1. OpenMon installed (Basic tier or above) -- see Installation Guide
  2. Your PE project folder accessible on disk
  3. PE version identified -- the importer needs to know if it is v20, v21, or v21.1 (PBS format differs between versions)

Step-by-Step Import

Step 1: Open the Importer

In Unity, go to MCE > Tools > Essentials Importer.

The importer window shows:

  • Source Path -- your PE project's root folder (the one containing PBS/, Data/, Graphics/)
  • PE Version -- select v20, v21, or v21.1
  • Import Options -- checkboxes for each data type

Step 2: Select Your PE Project

Click Browse and navigate to your Pokemon Essentials project folder. The importer validates the folder structure and shows what it found:

PBS/pokemon.txt     -- 649 species detected
PBS/moves.txt -- 559 moves detected
PBS/types.txt -- 18 types detected
PBS/abilities.txt -- 191 abilities detected
Maps/ -- 42 maps detected

Step 3: Choose What to Import

For a first import, we recommend importing in stages:

  1. First pass: Types, Abilities, Moves, Species (data only, no maps)
  2. Second pass: Items, Trainers, Encounters
  3. Third pass: Maps and Tilesets
  4. Fourth pass: Events (review and adjust as needed)

This staged approach lets you verify each data layer before building on it.

Step 4: Run the Import

Click Import Selected. The importer:

  1. Parses your PBS text files according to the selected PE version format
  2. Creates ScriptableObject assets in Assets/ImportedGames/YourProject/
  3. Generates a detailed import log showing successes, warnings, and items needing attention

Step 5: Review the Import Log

The log categorizes results:

  • Imported -- data converted successfully
  • Warning -- data converted but with assumptions (e.g., an ability with no OpenMon equivalent mapped to a placeholder)
  • Skipped -- data that could not be automatically converted

Step 6: Rename for Commercial Use

This step is critical for commercial releases.

Your PE project likely uses Pokemon-specific names for monsters, characters, and items. These must be replaced with original names before you can sell your game. OpenMon includes a Bulk Rename Tool to help:

  1. Go to MCE > Tools > Bulk Rename
  2. Load your imported species database
  3. Map each imported name to your original name
  4. The tool updates all references (encounter tables, trainer rosters, evolution chains) automatically

Move names and ability names are generally safe to keep as-is (they describe mechanics, not IP), but monster names, character names, and item names with Pokemon-specific branding must change.

Post-Import Checklist

After importing, work through this checklist:

  • Verify species data in the Monster Database Editor
  • Spot-check type effectiveness in the Type Chart Editor
  • Test a few battles with imported monsters and moves
  • Walk through imported maps and verify tile collisions
  • Test NPC events and dialog flow
  • Replace all Pokemon-specific names with originals
  • Add your own sprites for renamed monsters (use Art Studio for generation)
  • Configure encounter tables for your game's progression
  • Set up save system with your game's save format

Common Import Issues

"Species X has an unknown ability"

PE allows custom abilities via plugins. If the importer does not recognize an ability, it maps to a placeholder. Create a custom AbilityData asset in OpenMon to match the behavior.

"Map tile Y has no matching collision type"

PE uses some tile properties that do not map directly to OpenMon's GridController. The importer creates the tile but flags it for manual collision assignment.

"Evolution method Z not supported"

OpenMon supports 30+ evolution types, but PE plugins may add custom ones. These are logged as warnings for manual implementation.

Why Migrate?

The effort of importing and renaming is a one-time cost. What you gain:

Before (PE)After (OpenMon)
Windows only7+ platforms
Fan game onlyCommercial release
No multiplayer20 online services available
Ruby scriptingC# with full IDE support
No automated testsNUnit test framework
Manual deploymentUnity build pipeline
320x240 resolutionAny resolution

Your years of creative work -- the world you built, the monsters you designed, the story you wrote -- deserves to reach the widest possible audience on the best possible technology.

Get Help