2022-06-19 02:46:53 +00:00
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using System;
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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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using System.Collections.Generic;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// <see cref="SaveFile"/> format for <see cref="GameVersion.DP"/>
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/// </summary>
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public sealed class SAV4DP : SAV4Sinnoh
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2019-09-03 02:30:58 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public SAV4DP() : base(GeneralSize, StorageSize)
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2019-09-03 02:30:58 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Initialize();
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Dex = new Zukan4(this, PokeDex);
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}
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2021-05-18 20:33:13 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV4DP(byte[] data) : base(data, GeneralSize, StorageSize, GeneralSize)
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{
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Initialize();
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Dex = new Zukan4(this, PokeDex);
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}
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2021-05-18 20:33:13 +00:00
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2022-06-18 18:04:24 +00:00
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public override Zukan4 Dex { get; }
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2021-02-21 17:59:10 +00:00
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2022-06-18 18:04:24 +00:00
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protected override SAV4 CloneInternal4() => State.Exportable ? new SAV4DP((byte[])Data.Clone()) : new SAV4DP();
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public override IPersonalTable Personal => PersonalTable.DP;
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_DP;
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public override int MaxItemID => Legal.MaxItemID_4_DP;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private const int GeneralSize = 0xC100;
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private const int StorageSize = 0x121E0; // Start 0xC100, +4 starts box data
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protected override int StorageStart => GeneralSize;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private void Initialize()
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{
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Version = GameVersion.DP;
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GetSAVOffsets();
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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protected override int EventWork => 0xD9C;
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protected override int EventFlag => 0xFDC;
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2022-04-10 01:12:57 +00:00
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2022-06-18 18:04:24 +00:00
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private void GetSAVOffsets()
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{
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AdventureInfo = 0;
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Trainer1 = 0x64;
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Party = 0x98;
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PokeDex = 0x12DC;
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WondercardFlags = 0xA6D0;
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WondercardData = 0xA7fC;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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DaycareOffset = 0x141C;
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OFS_HONEY = 0x72E4;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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OFS_UG_Stats = 0x3A2C;
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OFS_UG_Items = 0x42B0;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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PoketchStart = 0x114C;
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Seal = 0x6178;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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OFS_PoffinCase = 0x5050;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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Box = 4;
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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#region Storage
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public override int GetBoxWallpaper(int box)
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{
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if ((uint)box >= 18)
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return 0;
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return Storage[GetBoxWallpaperOffset(box)];
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override void SetBoxWallpaper(int box, int value)
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{
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if ((uint)box >= 18)
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return;
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Storage[GetBoxWallpaperOffset(box)] = (byte)value;
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}
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#endregion
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<InventoryPouch> Inventory
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{
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get
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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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{
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2022-06-18 18:04:24 +00:00
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InventoryPouch[] pouch =
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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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{
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2022-06-18 18:04:24 +00:00
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new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_DP, 999, 0x624),
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new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_DP, 1, 0x8B8),
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new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_DP, 99, 0x980),
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new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_DP, 999, 0xB10),
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new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_DP, 999, 0xB40),
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new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_DP, 999, 0xBE0),
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new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_DP, 999, 0xCE0),
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new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_DP, 999, 0xD1C),
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};
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return pouch.LoadAll(General);
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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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}
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2022-06-18 18:04:24 +00:00
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set => value.SaveAll(General);
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}
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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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2022-06-18 18:04:24 +00:00
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// reverse crc32 polynomial, nice!
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private const uint MysteryGiftDPSlotActive = 0xEDB88320;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public bool[] GetMysteryGiftDPSlotActiveFlags()
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{
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var span = General.AsSpan(WondercardFlags + 0x100); // skip over flags
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bool[] active = new bool[GiftCountMax]; // 8 PGT, 3 PCD
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for (int i = 0; i < active.Length; i++)
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active[i] = ReadUInt32LittleEndian(span[(4*i)..]) == MysteryGiftDPSlotActive;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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return active;
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}
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2019-09-03 02:30:58 +00:00
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public void SetMysteryGiftDPSlotActiveFlags(ReadOnlySpan<bool> value)
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2022-06-18 18:04:24 +00:00
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{
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if (value.Length != GiftCountMax)
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return;
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2020-05-26 23:59:47 +00:00
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2022-06-18 18:04:24 +00:00
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var span = General.AsSpan(WondercardFlags + 0x100); // skip over flags
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for (int i = 0; i < value.Length; i++)
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WriteUInt32LittleEndian(span[(4 * i)..], value[i] ? MysteryGiftDPSlotActive : 0);
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override MysteryGiftAlbum GiftAlbum
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{
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get => base.GiftAlbum;
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set
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2019-09-03 02:30:58 +00:00
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{
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2022-06-18 18:04:24 +00:00
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base.GiftAlbum = value;
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SetActiveGiftFlags(value.Gifts);
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2019-09-03 02:30:58 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private void SetActiveGiftFlags(IReadOnlyList<MysteryGift> gifts)
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{
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var arr = new bool[gifts.Count];
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for (int i = 0; i < arr.Length; i++)
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arr[i] = !gifts[i].Empty;
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SetMysteryGiftDPSlotActiveFlags(arr);
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}
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2021-05-18 20:04:23 +00:00
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2022-06-18 18:04:24 +00:00
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public override int M { get => ReadUInt16LittleEndian(General.AsSpan(0x1238)); set => WriteUInt16LittleEndian(General.AsSpan(0x1238), (ushort)value); }
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public override int X { get => ReadUInt16LittleEndian(General.AsSpan(0x1240)); set => WriteUInt16LittleEndian(General.AsSpan(0x1240), (ushort)(X2 = value)); }
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public override int Y { get => ReadUInt16LittleEndian(General.AsSpan(0x1244)); set => WriteUInt16LittleEndian(General.AsSpan(0x1244), (ushort)(Y2 = value)); }
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2021-10-10 23:11:46 +00:00
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2022-06-18 18:04:24 +00:00
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public override Span<byte> Rival_Trash
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{
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get => General.AsSpan(0x25A8, OTLength * 2);
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set { if (value.Length == OTLength * 2) value.CopyTo(General.AsSpan(0x25A8)); }
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}
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2021-10-10 23:11:46 +00:00
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2022-06-18 18:04:24 +00:00
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public override int X2 { get => ReadUInt16LittleEndian(General.AsSpan(0x25FA)); set => WriteUInt16LittleEndian(General.AsSpan(0x25FA), (ushort)value); }
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public override int Y2 { get => ReadUInt16LittleEndian(General.AsSpan(0x25FE)); set => WriteUInt16LittleEndian(General.AsSpan(0x25FE), (ushort)value); }
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public override int Z { get => ReadUInt16LittleEndian(General.AsSpan(0x2602)); set => WriteUInt16LittleEndian(General.AsSpan(0x2602), (ushort)value); }
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2021-08-21 02:52:31 +00:00
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2022-06-18 18:04:24 +00:00
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public override uint SafariSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x53C4)); set => WriteUInt32LittleEndian(General.AsSpan(0x53C4), value); }
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public override uint SwarmSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x53C8)); set => WriteUInt32LittleEndian(General.AsSpan(0x53C8), value); }
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public override uint SwarmMaxCountModulo => 28;
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2022-06-19 02:46:53 +00:00
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public Roamer4 RoamerMesprit => new(General, 0x73A0);
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public Roamer4 RoamerCresselia => new(General, 0x73B4);
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public Roamer4 RoamerUnused => new(General, 0x73C8); // Darkrai
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2021-05-18 20:04:23 +00:00
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}
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