2019-06-09 02:56:11 +00:00
|
|
|
|
using System;
|
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
|
|
|
|
using System.Collections.Generic;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generation 6 <see cref="SaveFile"/> object for <see cref="GameVersion.ORAS"/>.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <inheritdoc cref="SAV6" />
|
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
|
|
|
|
public sealed class SAV6AO : SAV6, ISaveBlock6AO
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2021-01-07 07:30:30 +00:00
|
|
|
|
public SAV6AO(byte[] data) : base(data, SaveBlockAccessor6AO.BlockMetadataOffset)
|
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
|
|
|
|
{
|
2020-01-24 07:22:54 +00:00
|
|
|
|
Blocks = new SaveBlockAccessor6AO(this);
|
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
|
|
|
|
Initialize();
|
|
|
|
|
}
|
2019-07-05 18:53:13 +00:00
|
|
|
|
|
2021-01-07 07:30:30 +00:00
|
|
|
|
public SAV6AO() : base(SaveUtil.SIZE_G6ORAS, SaveBlockAccessor6AO.BlockMetadataOffset)
|
2019-07-05 18:53:13 +00:00
|
|
|
|
{
|
2020-01-24 07:22:54 +00:00
|
|
|
|
Blocks = new SaveBlockAccessor6AO(this);
|
2019-07-05 18:53:13 +00:00
|
|
|
|
Initialize();
|
|
|
|
|
ClearBoxes();
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
public override PersonalTable Personal => PersonalTable.AO;
|
|
|
|
|
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItem_AO;
|
2020-01-24 07:22:54 +00:00
|
|
|
|
public SaveBlockAccessor6AO Blocks { get; }
|
2020-12-05 13:36:23 +00:00
|
|
|
|
protected override SaveFile CloneInternal() => new SAV6AO((byte[])Data.Clone());
|
2019-06-09 02:56:11 +00:00
|
|
|
|
public override int MaxMoveID => Legal.MaxMoveID_6_AO;
|
|
|
|
|
public override int MaxItemID => Legal.MaxItemID_6_AO;
|
|
|
|
|
public override int MaxAbilityID => Legal.MaxAbilityID_6_AO;
|
|
|
|
|
|
|
|
|
|
private void Initialize()
|
|
|
|
|
{
|
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
|
|
|
|
PCLayout = 0x04400;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
BattleBoxOffset = 0x04A00;
|
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
|
|
|
|
PSS = 0x05000;
|
|
|
|
|
Party = 0x14200;
|
|
|
|
|
EventConst = 0x14A00;
|
|
|
|
|
PokeDex = 0x15000;
|
|
|
|
|
HoF = 0x19E00;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
DaycareOffset = 0x1BC00;
|
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
|
|
|
|
BerryField = 0x1C400;
|
|
|
|
|
WondercardFlags = 0x1CC00;
|
|
|
|
|
Box = 0x33000;
|
|
|
|
|
JPEG = 0x67C00;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
2021-02-13 04:08:54 +00:00
|
|
|
|
EventFlag = EventConst + 0x2F0;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
WondercardData = WondercardFlags + 0x100;
|
|
|
|
|
}
|
|
|
|
|
|
2021-03-20 19:47:21 +00:00
|
|
|
|
/// <summary> Offset of the UnionPokemon block. </summary>
|
|
|
|
|
public const int Fused = 0x16A00;
|
|
|
|
|
/// <summary> Offset of the GtsData block. </summary>
|
|
|
|
|
public const int GTS = 0x18200;
|
|
|
|
|
/// <summary> Offset of the second daycare structure within the Daycare block. </summary>
|
|
|
|
|
private const int Daycare2 = 0x1BC00 + 0x1F0;
|
|
|
|
|
/// <summary> Offset of the Contest data block. </summary>
|
|
|
|
|
public const int Contest = 0x23600;
|
|
|
|
|
/// <summary> Offset of the Secret Base block. </summary>
|
|
|
|
|
public const int SecretBase = 0x23A00;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
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
|
|
|
|
#region Blocks
|
|
|
|
|
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
|
|
|
|
|
public override MyItem Items => Blocks.Items;
|
|
|
|
|
public override ItemInfo6 ItemInfo => Blocks.ItemInfo;
|
|
|
|
|
public override GameTime6 GameTime => Blocks.GameTime;
|
|
|
|
|
public override Situation6 Situation => Blocks.Situation;
|
|
|
|
|
public override PlayTime6 Played => Blocks.Played;
|
|
|
|
|
public override MyStatus6 Status => Blocks.Status;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public override RecordBlock6 Records => Blocks.Records;
|
|
|
|
|
public Puff6 Puff => Blocks.Puff;
|
|
|
|
|
public OPower6 OPower => Blocks.OPower;
|
|
|
|
|
public LinkBlock6 Link => Blocks.Link;
|
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
|
|
|
|
public BoxLayout6 BoxLayout => Blocks.BoxLayout;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public BattleBox6 BattleBox => Blocks.BattleBox;
|
|
|
|
|
public MysteryBlock6 MysteryGift => Blocks.MysteryGift;
|
2019-10-18 03:13:17 +00:00
|
|
|
|
public SuperTrainBlock SuperTrain => Blocks.SuperTrain;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public MaisonBlock Maison => Blocks.Maison;
|
2019-12-29 05:53:58 +00:00
|
|
|
|
public SubEventLog6 SUBE => Blocks.SUBE;
|
2020-04-26 22:17:58 +00:00
|
|
|
|
public ConfigSave6 Config => Blocks.Config;
|
2020-05-25 00:31:10 +00:00
|
|
|
|
public Encount6 Encount => Blocks.Encount;
|
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
|
|
|
|
|
|
|
|
|
public Misc6AO Misc => Blocks.Misc;
|
|
|
|
|
public Zukan6AO Zukan => Blocks.Zukan;
|
|
|
|
|
#endregion
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
2021-01-02 01:08:49 +00:00
|
|
|
|
public override GameVersion Version => Game switch
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2021-01-02 01:08:49 +00:00
|
|
|
|
(int) GameVersion.AS => GameVersion.AS,
|
|
|
|
|
(int) GameVersion.OR => GameVersion.OR,
|
|
|
|
|
_ => GameVersion.Invalid
|
|
|
|
|
};
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
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
|
|
|
|
public override bool GetCaught(int species) => Blocks.Zukan.GetCaught(species);
|
|
|
|
|
public override bool GetSeen(int species) => Blocks.Zukan.GetSeen(species);
|
|
|
|
|
public override void SetSeen(int species, bool seen) => Blocks.Zukan.SetSeen(species, seen);
|
|
|
|
|
public override void SetCaught(int species, bool caught) => Blocks.Zukan.SetCaught(species, caught);
|
|
|
|
|
protected override void SetDex(PKM pkm) => Blocks.Zukan.SetDex(pkm);
|
|
|
|
|
|
|
|
|
|
public override uint Money { get => Blocks.Misc.Money; set => Blocks.Misc.Money = value; }
|
|
|
|
|
public override int Vivillon { get => Blocks.Misc.Vivillon; set => Blocks.Misc.Vivillon = value; }
|
|
|
|
|
public override int Badges { get => Blocks.Misc.Badges; set => Blocks.Misc.Badges = value; }
|
|
|
|
|
public override int BP { get => Blocks.Misc.BP; set => Blocks.Misc.BP = value; }
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
2020-04-16 23:38:01 +00:00
|
|
|
|
public override int MultiplayerSpriteID
|
|
|
|
|
{
|
|
|
|
|
get => Blocks.Status.MultiplayerSpriteID_1;
|
|
|
|
|
set => Blocks.Status.MultiplayerSpriteID_1 = Blocks.Status.MultiplayerSpriteID_2 = value;
|
|
|
|
|
}
|
|
|
|
|
|
2019-06-09 02:56:11 +00:00
|
|
|
|
// Daycare
|
|
|
|
|
public override int DaycareSeedSize => 16;
|
|
|
|
|
public override bool HasTwoDaycares => true;
|
|
|
|
|
|
|
|
|
|
public override int GetDaycareSlotOffset(int loc, int slot)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
return ofs + 8 + (slot * (SIZE_STORED + 8));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override uint? GetDaycareEXP(int loc, int slot)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
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
|
|
|
|
return BitConverter.ToUInt32(Data, ofs + ((SIZE_STORED + 8) * slot) + 4);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override bool? IsDaycareOccupied(int loc, int slot)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
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
|
|
|
|
return Data[ofs + ((SIZE_STORED + 8) * slot)] == 1;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override string GetDaycareRNGSeed(int loc)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
2021-05-07 06:26:38 +00:00
|
|
|
|
var data = Data.AsSpan(ofs + 0x1E8, DaycareSeedSize / 2).ToArray();
|
|
|
|
|
Array.Reverse(data);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
return BitConverter.ToString(data).Replace("-", string.Empty);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override bool? IsDaycareHasEgg(int loc)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
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
|
|
|
|
return Data[ofs + 0x1E0] == 1;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void SetDaycareEXP(int loc, int slot, uint EXP)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
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
|
|
|
|
BitConverter.GetBytes(EXP).CopyTo(Data, ofs + ((SIZE_STORED + 8) * slot) + 4);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void SetDaycareOccupied(int loc, int slot, bool occupied)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
2021-03-29 07:14:44 +00:00
|
|
|
|
Data[ofs + ((SIZE_STORED + 8) * slot)] = occupied ? (byte)1 : (byte)0;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void SetDaycareRNGSeed(int loc, string seed)
|
|
|
|
|
{
|
|
|
|
|
if (loc != 0)
|
|
|
|
|
return;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
if (DaycareOffset < 0)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
return;
|
|
|
|
|
if (seed.Length > DaycareSeedSize)
|
|
|
|
|
return;
|
|
|
|
|
|
2019-10-19 03:42:03 +00:00
|
|
|
|
Util.GetBytesFromHexString(seed).CopyTo(Data, DaycareOffset + 0x1E8);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void SetDaycareHasEgg(int loc, bool hasEgg)
|
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
int ofs = loc == 0 ? DaycareOffset : Daycare2;
|
2021-03-29 07:14:44 +00:00
|
|
|
|
Data[ofs + 0x1E0] = hasEgg ? (byte)1 : (byte)0;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
2021-01-15 06:50:13 +00:00
|
|
|
|
public override string JPEGTitle => HasJPPEGData ? string.Empty : StringConverter.GetString6(Data, JPEG, 0x1A);
|
2020-12-05 14:09:33 +00:00
|
|
|
|
public override byte[] GetJPEGData() => HasJPPEGData ? Array.Empty<byte>() : GetData(JPEG + 0x54, 0xE004);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
private bool HasJPPEGData => Data[JPEG + 0x54] == 0xFF;
|
|
|
|
|
|
2020-11-12 05:01:41 +00:00
|
|
|
|
protected override bool[] MysteryGiftReceivedFlags { get => Blocks.MysteryGift.GetReceivedFlags(); set => Blocks.MysteryGift.SetReceivedFlags(value); }
|
|
|
|
|
protected override DataMysteryGift[] MysteryGiftCards { get => Blocks.MysteryGift.GetGifts(); set => Blocks.MysteryGift.SetGifts(value); }
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
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
|
|
|
|
public override int CurrentBox { get => Blocks.BoxLayout.CurrentBox; set => Blocks.BoxLayout.CurrentBox = value; }
|
|
|
|
|
protected override int GetBoxWallpaperOffset(int box) => Blocks.BoxLayout.GetBoxWallpaperOffset(box);
|
|
|
|
|
public override int BoxesUnlocked { get => Blocks.BoxLayout.BoxesUnlocked; set => Blocks.BoxLayout.BoxesUnlocked = value; }
|
|
|
|
|
public override byte[] BoxFlags { get => Blocks.BoxLayout.BoxFlags; set => Blocks.BoxLayout.BoxFlags = value; }
|
2019-07-06 04:39:47 +00:00
|
|
|
|
|
2019-11-16 01:34:18 +00:00
|
|
|
|
public bool BattleBoxLocked
|
2019-07-06 04:39:47 +00:00
|
|
|
|
{
|
2019-10-19 03:42:03 +00:00
|
|
|
|
get => Blocks.BattleBox.Locked;
|
|
|
|
|
set => Blocks.BattleBox.Locked = value;
|
2019-07-06 04:39:47 +00:00
|
|
|
|
}
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
2019-06-19 19:18:09 +00:00
|
|
|
|
}
|