PKHeX/PKHeX.Core/Saves/Substructures/Gen6/MyItem6AO.cs

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namespace PKHeX.Core
{
public sealed class MyItem6AO : MyItem
{
private const int HeldItem = 0; // 0
private const int KeyItem = 0x640; // 1
private const int TMHM = 0x7C0; // 2
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private const int Medicine = 0x970; // 3, +2 items shift because 2 HMs added
private const int Berry = 0xA70; // 4
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
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public MyItem6AO(SAV6 SAV, int offset) : base(SAV) => Offset = offset;
public override InventoryPouch[] Inventory
{
get
{
InventoryPouch[] pouch =
{
new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_AO, 999, Offset + HeldItem),
new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_AO, 1, Offset + KeyItem),
new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_AO, 1, Offset + TMHM),
new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_AO, 999, Offset + Medicine),
new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berry_XY, 999, Offset + Berry),
};
return pouch.LoadAll(Data);
}
set => value.SaveAll(Data);
}
}
}