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 Data | OpenMon Equivalent | Status |
|---|---|---|
| PBS/pokemon.txt | MonsterSpecies ScriptableObjects | Fully supported |
| PBS/moves.txt | MoveData ScriptableObjects | Fully supported |
| PBS/types.txt | TypeChart configuration | Fully supported |
| PBS/abilities.txt | AbilityData ScriptableObjects | Fully supported |
| PBS/items.txt | ItemData ScriptableObjects | Fully supported |
| PBS/trainers.txt | TrainerData ScriptableObjects | Fully supported |
| PBS/encounters.txt | EncounterTable ScriptableObjects | Fully supported |
| PBS/tm.txt | TM/HM compatibility data | Fully supported |
| Map files (.rxdata) | Unity Scenes with GridController | Supported (v20/v21) |
| Tileset images | Unity Sprite Atlases | Supported |
| Event scripts | CommandGraph nodes | Partial (common events) |
| Audio files | AudioClips with AudioManager config | Direct 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:
- OpenMon installed (Basic tier or above) -- see Installation Guide
- Your PE project folder accessible on disk
- 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:
- First pass: Types, Abilities, Moves, Species (data only, no maps)
- Second pass: Items, Trainers, Encounters
- Third pass: Maps and Tilesets
- 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:
- Parses your PBS text files according to the selected PE version format
- Creates ScriptableObject assets in
Assets/ImportedGames/YourProject/ - 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