Now that I have significant funds...
Grass King's Damage Influencing Centre
A medium sized building that has several windows, each displaying different Pokemon using attacks. The is a small sign on top, which reads: Grass King's Damage Influencing Centre. The sign also has a Miracle Seed on the left, and a Twistedspoon on the right of the text.
There are automatic doors on either side of the building. The building has two floors, the ground floor which sells Plates and 'Choice' items, and the upper floor, which sells the rest of the merchandise.
All items are stocked on several sets of shelves around each floor, and a small notice showing the items name, price, and giving a brief description of what the item does.
There is a large till, which rests on the back wall, in between the elevator and stairs.
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Draco Plate ($5/$2): A bloodred stone tablet infused with the power of dragons. Pokémon holding this item use 1% less energy to use damaging dragon-type attacks. That pokémon's Hidden Power attack becomes dragon-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Dread Plate ($5/$2): A dark blue stone tablet infused with the power of darkness. Pokémon holding this item use 1% less energy to use damaging dark-type attacks. That pokémon's Hidden Power attack becomes dark-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Earth Plate ($5/$2): A dusty brown stone tablet infused with the power of the earth. Pokémon holding this item use 1% less energy to use damaging ground-type attacks. That pokémon's Hidden Power attack becomes ground-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Fist Plate ($5/$2): An orange stone tablet infused with the power of fighting spirit. Pokémon holding this item use 1% less energy to use damaging fighting-type attacks. That pokémon's Hidden Power attack becomes fighting-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Flame Plate ($5/$2): A bright red stone tablet infused with the power of fire. Pokémon holding this item use 1% less energy to use damaging fire-type attacks. That pokémon's Hidden Power attack becomes fire-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Icicle Plate ($5/$2): A light blue stone tablet infused with the power of ice. Pokémon holding this item use 1% less energy to use damaging ice-type attacks. That pokémon's Hidden Power attack becomes ice-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Insect Plate ($5/$2): A bright green stone tablet infused with the power of the hive. Pokémon holding this item use 1% less energy to use damaging bug-type attacks. That pokémon's Hidden Power attack becomes bug-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Iron Plate ($5/$2): A slate gray stone tablet infused with the power of steel. Pokémon holding this item use 1% less energy to use damaging steel-type attacks. That pokémon's Hidden Power attack becomes steel-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Meadow Plate ($5/$2): A bold green tablet infused with the power of plantlife. Pokémon holding this item use 1% less energy to use damaging grass-type attacks. That pokémon's Hidden Power attack becomes grass-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Mind Plate ($5/$2): A pale pink stone tablet infused with the power of knowledge. Pokémon holding this item use 1% less energy to use damaging psychic-type attacks. That pokémon's Hidden Power attack becomes psychic-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Sky Plate ($5/$2): A bright blue stone tablet infused with the power of the heavens. Pokémon holding this item use 1% less energy to use damaging flying-type attacks. That pokémon's Hidden Power attack becomes flying-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Splash Plate ($5/$2): A bold blue stone tablet infused with the power of water. Pokémon holding this item use 1% less energy to use damaging water-type attacks. That pokémon's Hidden Power attack becomes water-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Spooky Plate ($5/$2): A dark gray stone tablet infused with the power of ghosts. Pokémon holding this item use 1% less energy to use damaging ghost-type attacks. That pokémon's Hidden Power attack becomes ghost-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Stone Plate ($5/$2): A dark brown stone tablet infused with the power of boulders. Pokémon holding this item use 1% less energy to use damaging rock-type attacks. That pokémon's Hidden Power attack becomes rock-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Toxic Plate ($5/$2): A dark purple stone tablet infused with the power of poisons. Pokémon holding this item use 1% less energy to use damaging poison-type attacks. That pokémon's Hidden Power attack becomes poison-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
Zap Plate ($5/$2): A golden stone tablet infused with the power of electricity. Pokémon holding this item use 1% less energy to use damaging electric-type attacks. That pokémon's Hidden Power attack becomes electric-type for as long as the plate is in its possession. If the plate should be removed, Hidden Power's type is randomized for the remainder of the battle.
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Black Belt ($7/$3): A mark of martial prowess that empowers the wearer's fighting-type attacks. Pokémon holding this item deal 2% more damage with fighting-type attacks after all other modifiers are applied.
Blackglasses ($7/$3): Stylish shades that empower the wearer's dark-type attacks. Pokémon holding this item deal 2% more damage with dark-type attacks after all other modifiers are applied.
Charcoal ($7/$3): A crumbly piece of carbonized wood that empowers the holder's fire-type attacks. Pokémon holding this item deal 2% more damage with fire-type attacks after all other modifiers are applied.
Dragon Fang ($7/$3): The snapped-off tip of some ancient dragon's tooth that empowers the holder's dragon-type attacks. Pokémon holding this item deal 2% more damage with dragon-type attacks after all other modifiers are applied.
Hard Stone ($7/$3): An incredibly tough chunk of rock that empowers the holder's rock-type attacks. Pokémon holding this item deal 2% more damage with rock-type attacks after all other modifiers are applied.
Magnet ($7/$3): A powerful magnet that empowers the holder's electric-type attacks. Pokémon holding this item deal 2% more damage with electric-type attacks after all other modifiers are applied.
Miracle Seed ($7/$3): A large seed packed with dormant grass-type energy. Pokémon holding this item deal 2% more damage with grass-type attacks after all other modifiers are applied.
Mystic Water ($7/$3): A small vial of water purified by Suicune that empowers the holder's water-type attacks. Pokémon holding this item deal 2% more damage with water-type attacks after all other modifiers are applied.
Nevermeltice ($7/$3): A chilly shard of ice rumored to have been chipped from the body of Regice. Pokémon holding this item deal 2% more damage with ice-type attacks after all other modifiers are applied.
Poison Barb ($7/$3): A tiny stinger smeared with a potent toxin that empowers the wearer's poison-type attacks. Pokémon holding this item deal 2% more damage with poison-type attacks after all other modifiers are applied.
Sharp Beak ($7/$3): A long, thin beak that empowers the holder's flying-type attacks. Pokémon holding this item deal 2% more damage with flying-type attacks after all other modifiers are applied.
Silk Scarf ($7/$3): A wide, gauzy white scarf made out of silk that empowers the wearer's normal-type attacks. Pokémon holding this item deal 2% more damage with normal-type attacks after all other modifiers are applied.
Silverpowder ($7/$3): A coarse, glittering powder made from ground-up insect carapaces. Pokémon holding this item deal 2% more damage with bug-type attacks after all other modifiers are applied.
Soft Sand ($7/$3): A bag of fine sand that empowers the holder's ground-type attacks. Pokémon holding this item deal 2% more damage with ground-type attacks after all other modifiers are applied.
Spell Tag ($7/$3): A thin slip of paper inscribed with an awful curse that empowers the holder's ghost-type attacks. Pokémon holding this item deal 2% more damage with ghost-type attacks after all other modifiers are applied.
Twistedspoon ($7/$3): spoon twisted in on itself with raw psychic power that empowers the holder's psychic abilities. Pokémon holding this item deal 2% more damage with psychic-type attacks after all other modifiers are applied.
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Expert Belt ($10/$6): A thin black sash that provides pokémon a boost in cofidence and concentration when worn. When a pokémon holding this item scores a supereffective hit, it deals 2% more damage with that attack (after all other bonuses have been computed).
Life Orb ($10/$6): A glowing purple orb that infuses a pokémon with frenetic energy when it attacks, even as it eats away at their stamina. All this pokémon's damaging attacks do 3% more damage (after all other bonuses are computed) but cause recoil damage of 1% and cost 1% more energy to use.
Metronome ($10/$6): A tool used by musicians to keep in time, it helps a pokémon fall more easily into the rhythm of repetitive attacks. For each consecutive action devoted to the same move, that move's base power is increased by ten. The bonus from this item's effect may not do more than double a move's base power.
Muscle Band ($10/$6): A yellow headband that encourages a pokémon to fight with more determination. All this pokémon's phsyical attacks deal 2% more damage (after all other bonuses have been computed).
Wise Glasses ($10/$6): A pair of thick glasses that focus a pokémon's special strength--not to mention make it look smarter! All the special attacks used by a pokémon holding this item cause 2% more damage (after all other bonuses have been applied).
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Choice Band ($13/$8): A blue and white bandana with a red pattern at its center that adds extra power to the physical attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all physical attacks this pokémon makes is multiplied by 1.5. However, it will ignore any conditional orders it is given, and it may only make one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.
Choice Scarf ($13/$8): A thick blue scarf that lends extra agility to a pokémon who isn't distracted by unnecessary choices. The holder of this item has its base speed multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderpunch ~ Snatch ~ Thunderpunch," but if commanded to perform "Thunderpunch ~ Shadow Punch ~ Thunderpunch," the second action would fail.
Choice Specs ($13/$8): Star-shaped glasses that adds extra power to the special attacks of a pokémon who isn't distracted by unnecessary choices. The base power of all special attacks a pokémon holding this itme makes is multiplied by 1.5. However, it will ignore any conditional orders, and it may use only one damaging attack per round. For example, a pokémon holding this item could follow "Thunderbolt ~ Snatch ~ Thunderbolt," but if commanded to perform "Thunderbolt ~ Shadow Ball ~ Thunderbolt," the second action would fail.
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Purchase ----- Price ----- Overhead ----- Profit
I had to change some of the descriptions, mainly the plates, as they read the wrong type.