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Posted

If you want me to, I can help with moves. Can someone just give me a control for how long the move descriptions should be?

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Posted

Look for a move on the first page that is only just too long. Then shorten the move you're trying to fix until it's a bit shorter than the move that's too long. That's what I did with the dex entries anyway.

If you want to help then we can split them up into groups of 121 and 122. That's 3 groups of 122 and 2 groups of 121. So I guess I'll stick by what I said originally and do the first 122.

Posted

Also just to make sure, I can change the words to synonyms to shorten as well right? Like change "strikes" to "hits."

Posted

Look for a move on the first page that is only just too long. Then shorten the move you're trying to fix until it's a bit shorter than the move that's too long. That's what I did with the dex entries anyway.

Unfortunately, it doesn't work that smoothly. Because there aren't return/enter spaces between info, we need to confirm all these moves. Leggo.

@Tacos If it fits, it sits. So yes.

Posted (edited)

Unfortunately, it doesn't work that smoothly. Because there aren't return/enter spaces between info, we need to confirm all these moves. Leggo

Can't we just add one in and then delete it?

I also just noticed that megahorn's description is in quotation marks whereas x-scissor's isn't. Both look the same in-game though so I'd assume those aren't necessary. Scratch that, it isn't really important one way or the other and I can work around it.

Edited by Sheep93
Posted

You could, I suppose. At the end, you'd have a lot of deleting to do.

I'm going to ask Ame if the moves we're readjusting apply additionally to TM cutoffs. For example, Charge Beam: the move cuts off when viewed from a Pokemon's move screen, but when the TM item is viewed, it all fits.

Posted

I get your point but for me (in the D/P font) the charge beam TM went over as well. Still good to ask though.

Posted

Here's my thought process: Things would be a little bit easier if moves that were also TMs that have too large a description were both changed to the same thing. Charge Beam, as you can read above, would be one of those moves that does so. It's very situational, so take care to make moves that are also TMs that don't fit in either description VERY CLEAR to notice.

Posted

I'm going to remove quotation marks at the end, if they truly are necessary, it won't take long to readjust them.

I'm finished ^_^

Posted (edited)

Damn that was fast.

Still, you probably could have edited your original post. No need to double post.

Nice work though.

Edited by Sheep93
Posted

Just as a tip, I noticed a pattern since I used Parabolic Charge as an example. Since there was only word cut off, I took it out and looked at the length. From the size of the file when I opened it, when the top line was brought down, it filled the whole line almost perfectly. So that's what I did, idk bout you guys

Posted

That won't work unfortunately. The length of all of the stuff before the description is also variable, so just by doing that you have no way of knowing how long the description is. Unless you isolated the description when you were looking at them.

Posted

That won't work unfortunately. The length of all of the stuff before the description is also variable, so just by doing that you have no way of knowing how long the description is. Unless you isolated the description when you were looking at them.

I was only referring to the description, I didn't include the power, name, or any of that.

Posted

So this all sounds so varying from the text type to the TM and non-TM differential moves. So what's going on exactly? Is there a way to test to see if what we change is a true solution?

Posted

So far, I don't think so. Unless you plug all this info into the Editor (which came with Ep. 12 Beta) then compile, there is no way to test.

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Posted

We pretty much just have to put it in to check. Yolo. We can continue to fix it across episodes

Posted

Alright, I'm gonna rescind my portion of the moves I offered to do, the dex entries ended up being pretty clear cut and dry, but this is a bit too subjective and arbitrary for my liking.

Posted

If no one claims your portion by tonight, I'd be fine with doing it. Its simple if you figure out a pattern for how long it should be.

Posted (edited)

Don't mind this post, it's only for my own control. Will start to work on the moves now.

From 456 to 608.

456, 457, 458, 460, 462, 463, 464, 466, 467, 468, 469, 470, 471, 472, 473, 474, 476, 477, 478, 479, 481, 482, 483, 484, 485, 486, 488, 489, 490, 491, 492, 493, 494, 495, 496, 497, 498, 499, 502, 503, 505, 506, 507, 508, 510, 511, 512, 513, 516, 517, 518, 519, 520, 521, 523, 524, 525, 526, 527, 529, 530, 531, 532, 533, 534, 536, 537, 538, 539, 540, 542, 543, 545, 546, 548, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559, 560, 562, 566, 574, 575, 576, 577, 578, 590, 596, 599, 605, 606.

459 - Syncronoise "area..."

461 - Heart Stamp "make the..."

465 - Stored Power "the greater..."

475 - Heal Block "held items..."

480 - Imprison "from using..."

487 - Miracle Eye "an evasive..."

500 - Wonder Room "for five..."

501 - Head Smash "takes terrible..."

504 - Rock Slide "targets..."

509 - Smack Down "when..."

514 - Stealth Rock "opponents..."

515 - Wide Guard "successions, its..."

522 - Mirror Shot "lower the..."

528 - Heavy Slam "target, the..."

535 - Water Spout "powerful it..."

541 - Dive "dive deep..."

544 - Razor Shell "target's defense..."

547 - Octazooka "the target's..."

549 - Water Pledge "increases and..."

561 - Baby-Doll Eyes "Complete it."

563 - Boomburst "Complete it."

564 - Confide "Randomly cuts after a secret..."

565 - Crafty Shield "This does not..."

567 - Disarming Voice "Randomly cuts after charming cry..."

568 - Draining Kiss "the damage..."

Move 569 is missing. Is it a move missing or simply an oversight?

570 - Eerie Impulse "the target's..."

571 - Electric Terrain "ground no..."

572 - Electrify "Randomly cuts after that turn"

573 - Fairy Lock "Randomly cuts after down the battlefield."

579 - Freeze-Dry "super effective on..."

580 - Geomancy "Randomly cuts after sp.atk..."

581 - Grassy Terrain "the HP..."

582 - Infestation "can't flee..."

583 - Ion Deluge "Randomly cuts after particles"

584 - King's Shield "harshly lowers..."

585 - Land's Wrath "Completely broken"

586 - Magnetic Flux "with the..." Maybe

587 - Mat Block "moves. This..."

588 - Misty Terrain "This protects..."

589 - Moonblast "sp.atk..."

591 - Noble Roar "sp.atk..."

592 - Nuzzle "leaves the..."

593 - Oblivion Wing "by the..."

594 - Parabolic Charge "taken by..."

595 - Parting Shot "a party..."

597 - Phantom Force "even if the..."

598 - Play Nice "This lowers..." Maybe

600 - Powder "fire-type..."

601 - Power-Up Punch "raises the..."

602 - Rototiller "sp.atk..." Maybe

603 - Spiky Shield "who makes"

604 - Sticky Web "upon switching..."

607 - Venom Drench "speed stats..."

608 - Water Shuriken "always goes..."

Edited by Vinny
Posted

We still don't have Gen 4, so that's something you can do if you're up for it, Tacps.

Also, is anyone shortening, for example, Attack to Atk? Because that could save a ton of space.

Once we finish Moves, it's on to Items. I would message Ame, but I've sent her too many messages already and would feel bad to send another. Nose goes?

Edit: It'd be more work, but is anyone also shortening the moves to fit the lengths of Move Tutor descriptions? I'm not saying we have to, but if you are super eager to make this perfect, there's something to consider.

Posted

Edit: It's be more work, but is anyone also shortening the moves to fit the lengths of Move Tutor descriptions? I'm not saying we have to, but if you are super eager to make this perfect, there's something to consider.

I could check it after i finish my stuff.

Also, you could PM Tempy (Or talk with him if he's on the server) to ask if he did the 4th gen thing. I think real life "got in the way" though, so yeah.

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