2019-06-09 02:56:11 +00:00
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using System;
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namespace PKHeX.Core
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{
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public class MyStatus6 : SaveBlock
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{
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public MyStatus6(SaveFile sav, int offset) : base(sav) => Offset = offset;
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public int TID
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{
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get => BitConverter.ToUInt16(Data, Offset + 0);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0);
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}
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public int SID
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{
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get => BitConverter.ToUInt16(Data, Offset + 2);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 2);
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}
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public int Game
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{
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get => Data[Offset + 4];
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set => Data[Offset + 4] = (byte)value;
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}
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public int Gender
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{
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get => Data[Offset + 5];
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set => Data[Offset + 5] = (byte)value;
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}
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2019-07-06 04:39:47 +00:00
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public int MultiplayerSpriteID_1
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{
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get => Data[Offset + 6];
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set => Data[Offset + 6] = (byte)value;
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}
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public int MultiplayerSpriteID_2
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2019-06-09 02:56:11 +00:00
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{
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get => Data[Offset + 7];
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set => Data[Offset + 7] = (byte)value;
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}
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public int GameSyncIDSize => 16; // 64 bits
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public string GameSyncID
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{
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2019-07-06 04:39:47 +00:00
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get => Util.GetHexStringFromBytes(Data, Offset + 0x08, GameSyncIDSize / 2);
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2019-06-09 02:56:11 +00:00
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set
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{
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2019-07-06 04:39:47 +00:00
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if (value.Length != GameSyncIDSize)
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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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throw new ArgumentException(nameof(value));
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2019-07-06 04:39:47 +00:00
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var data = Util.GetBytesFromHexString(value);
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SAV.SetData(data, Offset + 0x08);
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2019-06-09 02:56:11 +00:00
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}
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}
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public int SubRegion
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{
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get => Data[Offset + 0x26];
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set => Data[Offset + 0x26] = (byte)value;
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}
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public int Country
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{
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get => Data[Offset + 0x27];
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set => Data[Offset + 0x27] = (byte)value;
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}
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2019-07-06 04:39:47 +00:00
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public decimal Latitude // don't use the setters
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{
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get => (BitConverter.ToInt16(Data, Offset + 0x28) * 180m) / 0x8000;
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set => SAV.SetData(BitConverter.GetBytes((short)(value * 0x8000) / 180), Offset + 0x28);
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}
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public decimal Longitude // don't use the setters
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{
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get => (BitConverter.ToInt16(Data, Offset + 0x2A) * 180m) / 0x8000;
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set => SAV.SetData(BitConverter.GetBytes((short)(value * 0x8000) / 180), Offset + 0x2A);
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}
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2019-06-09 02:56:11 +00:00
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public int ConsoleRegion
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{
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get => Data[Offset + 0x2C];
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set => Data[Offset + 0x2C] = (byte)value;
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}
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public int Language
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{
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get => Data[Offset + 0x2D];
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set => Data[Offset + 0x2D] = (byte)value;
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}
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public string OT
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{
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get => SAV.GetString(Offset + 0x48, 0x1A);
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set => SAV.SetData(SAV.SetString(value, SAV.OTLength), Offset + 0x48);
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}
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2019-10-17 02:08:13 +00:00
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private int GetSayingOffset(int say) => Offset + 0x7C + (SAV6.LongStringLength * say);
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private string GetSaying(int say) => SAV.GetString(GetSayingOffset(say), SAV6.LongStringLength);
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private void SetSaying(int say, string value) => SAV.SetData(SAV.SetString(value, SAV6.LongStringLength / 2), GetSayingOffset(say));
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2019-06-09 02:56:11 +00:00
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public string Saying1 { get => GetSaying(0); set => SetSaying(0, value); }
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public string Saying2 { get => GetSaying(1); set => SetSaying(1, value); }
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public string Saying3 { get => GetSaying(2); set => SetSaying(2, value); }
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public string Saying4 { get => GetSaying(3); set => SetSaying(3, value); }
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public string Saying5 { get => GetSaying(4); set => SetSaying(4, value); }
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public bool IsMegaEvolutionUnlocked
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{
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get => (Data[Offset + 0x14A] & 0x01) != 0;
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set => Data[Offset + 0x14A] = (byte)((Data[Offset + 0x14A] & 0xFE) | (value ? 1 : 0)); // in battle
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}
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public bool IsMegaRayquazaUnlocked
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{
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get => (Data[Offset + 0x14A] & 0x02) != 0;
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set => Data[Offset + 0x14A] = (byte)((Data[Offset + 0x14A] & ~2) | (value ? 2 : 0)); // in battle
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}
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}
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}
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