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[Error] Rewriting moves.txt

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    • Seen Jan 6, 2021
    Categorizing this as "Error", but I guess it might also count as scripting?

    For my game I intend to add some moves and types . When I opened moves.txt I found that everything was ordered alphabetically by type, then seemingly random from there. I was not cool with that at all, so I alphabetized all of the moves within those types and then added the corresponding new numbers. In other words, the first 3 moves listed are now ATTACKORDER, BUGBITE, and BUGBUZZ; and their new corresponding numbers are 1,2, and 3. Likewise, the last 3 in the document are WATERSPORT, WHIRLPOOL, and WITHDRAW; with 570, 571, and 572 as their listing number. Now I figured this would break the game, and I was right: the test play won't run. I want to keep my new order if at all possible, so I'm happy to put in all the work necessary to make it work. Thing is, I don't know where to go or how to do that.
     
    Hmm, it doesn't seem like simply re-ordering the moves should be enough to break the game, unless something else got thrown off as you were editing. Do you get an error message when you try to playtest?
     
    To take a slightly different approach to the issue, I don't think it makes much sense to both alphabetize and have dense numbers. What happens when you want to add a new move to the game, you're going to increase half the numbers on existing moves? I have to imagine that this will interfere with any moves known by Pokémon in your save file, because the save file probably contains the ID number, not the name.

    To be fair I understand your frustration. I can't think of any particular reason why Essentials even needs to have numbers… (It's probably a simplicity thing?)
     
    Categorizing this as "Error", but I guess it might also count as scripting?

    For my game I intend to add some moves and types . When I opened moves.txt I found that everything was ordered alphabetically by type, then seemingly random from there. I was not cool with that at all, so I alphabetized all of the moves within those types and then added the corresponding new numbers. In other words, the first 3 moves listed are now ATTACKORDER, BUGBITE, and BUGBUZZ; and their new corresponding numbers are 1,2, and 3. Likewise, the last 3 in the document are WATERSPORT, WHIRLPOOL, and WITHDRAW; with 570, 571, and 572 as their listing number. Now I figured this would break the game, and I was right: the test play won't run. I want to keep my new order if at all possible, so I'm happy to put in all the work necessary to make it work. Thing is, I don't know where to go or how to do that.

    Move IDs are also called in scripts so those will also have to be updated, and be sure to start a new game to correctly compile them. Be sure that no where do you have mistakes in numbering, as repeats will cause an error. What was the exact error message gave you? Overlapping ids can easily crash the game, especially if scripts call IDs that happen to not exist.
     
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