2019-06-09 02:56:11 +00:00
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namespace PKHeX.Core
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{
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public sealed class MyItem7SM : MyItem
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{
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private const int HeldItem = 0; // 430 (Case 0)
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private const int KeyItem = HeldItem + (4 * 430); // 184 (Case 4)
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private const int TMHM = KeyItem + (4 * 184); // 108 (Case 2)
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private const int Medicine = TMHM + (4 * 108); // 64 (Case 1)
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private const int Berry = Medicine + (4 * 64); // 72 (Case 3)
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private const int ZCrystals = Berry + (4 * 72); // 30 (Case 5)
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public MyItem7SM(SAV7SM SAV, int offset) : base(SAV) => Offset = offset;
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2019-06-09 02:56:11 +00:00
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public override InventoryPouch[] Inventory
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{
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get
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{
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InventoryPouch[] pouch =
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{
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new InventoryPouch7(InventoryType.Medicine, Legal.Pouch_Medicine_SM, 999, Offset + Medicine),
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new InventoryPouch7(InventoryType.Items, Legal.Pouch_Items_SM, 999, Offset + HeldItem),
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new InventoryPouch7(InventoryType.TMHMs, Legal.Pouch_TMHM_SM, 1, Offset + TMHM),
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new InventoryPouch7(InventoryType.Berries, Legal.Pouch_Berries_SM, 999, Offset + Berry),
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new InventoryPouch7(InventoryType.KeyItems, Legal.Pouch_Key_SM, 1, Offset + KeyItem),
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new InventoryPouch7(InventoryType.ZCrystals, Legal.Pouch_ZCrystal_SM, 1, Offset + ZCrystals),
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};
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return pouch.LoadAll(Data);
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}
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set => value.SaveAll(Data);
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}
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}
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}
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