2018-08-19 22:50:15 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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2019-10-26 19:42:33 +00:00
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public abstract class GBPKM : PKM
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2018-08-19 22:50:15 +00:00
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{
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internal const int STRLEN_J = 6;
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internal const int STRLEN_U = 11;
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public override int MaxBallID => -1;
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public override int MaxGameID => -1;
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public override int MaxIV => 15;
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public override int MaxEV => ushort.MaxValue;
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public override int OTLength => Japanese ? 5 : 7;
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public override int NickLength => Japanese ? 5 : 10;
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2019-11-16 01:34:18 +00:00
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public override IReadOnlyList<ushort> ExtraBytes => Array.Empty<ushort>();
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2018-12-20 06:10:32 +00:00
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2018-09-16 17:48:04 +00:00
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public override string FileNameWithoutExtension
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2018-08-19 22:50:15 +00:00
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{
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get
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{
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2019-02-08 05:40:20 +00:00
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string form = AltForm > 0 ? $"-{AltForm:00}" : string.Empty;
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string star = IsShiny ? " ★" : string.Empty;
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2019-03-16 19:01:21 +00:00
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return $"{Species:000}{form}{star} - {Nickname} - {Checksums.CRC16_CCITT(Encrypt()):X4}";
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2018-08-19 22:50:15 +00:00
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}
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}
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private int StringLength => Japanese ? STRLEN_J : STRLEN_U;
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public override bool Japanese => otname.Length == STRLEN_J;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public override byte[] Data { get; }
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2019-10-26 19:33:58 +00:00
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2019-10-26 19:42:33 +00:00
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protected GBPKM(byte[] data, bool jp = false)
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2018-08-19 22:50:15 +00:00
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{
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int partySize = SIZE_PARTY;
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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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if (data.Length != partySize)
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Array.Resize(ref data, partySize);
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Data = data;
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2018-08-19 22:50:15 +00:00
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int strLen = jp ? STRLEN_J : STRLEN_U;
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// initialize string buffers
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otname = new byte[strLen];
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nick = new byte[strLen];
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for (int i = 0; i < otname.Length; i++)
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otname[i] = nick[i] = 0x50;
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}
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internal byte[] otname;
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internal byte[] nick;
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// Trash Bytes
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2020-01-19 00:57:25 +00:00
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public override byte[] Nickname_Trash { get => nick; set { if (value.Length == nick.Length) nick = value; } }
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public override byte[] OT_Trash { get => otname; set { if (value.Length == otname.Length) otname = value; } }
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2018-08-19 22:50:15 +00:00
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public override byte[] EncryptedPartyData => Encrypt();
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public override byte[] EncryptedBoxData => Encrypt();
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public override byte[] DecryptedBoxData => Encrypt();
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public override byte[] DecryptedPartyData => Encrypt();
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private bool? _isnicknamed;
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public override bool IsNicknamed
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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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get => _isnicknamed ??= !nick.SequenceEqual(GetNonNickname(GuessedLanguage()));
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2018-08-19 22:50:15 +00:00
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set
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{
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_isnicknamed = value;
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if (_isnicknamed == false)
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2018-12-22 22:47:31 +00:00
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SetNotNicknamed(GuessedLanguage());
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2018-08-19 22:50:15 +00:00
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}
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}
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protected bool IsNicknamedBank
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{
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get
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{
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2019-09-19 02:58:23 +00:00
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var spName = SpeciesName.GetSpeciesNameGeneration(Species, GuessedLanguage(), Format);
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2018-08-19 22:50:15 +00:00
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return Nickname != spName;
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}
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}
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public override int Language
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{
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get
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{
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if (Japanese)
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return (int)LanguageID.Japanese;
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if (Korean)
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return (int)LanguageID.Korean;
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2019-03-21 04:50:44 +00:00
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if (StringConverter12.IsG12German(otname))
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2018-08-19 22:50:15 +00:00
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return (int)LanguageID.German; // german
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2019-09-19 02:58:23 +00:00
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int lang = SpeciesName.GetSpeciesNameLanguage(Species, Nickname, Format);
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2018-08-19 22:50:15 +00:00
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if (lang > 0)
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return lang;
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return 0;
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}
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2018-12-22 22:47:31 +00:00
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set
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{
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if (Japanese)
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return;
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if (Korean)
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return;
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if (IsNicknamed)
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return;
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SetNotNicknamed(value);
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}
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2018-08-19 22:50:15 +00:00
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}
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public override string Nickname
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{
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get
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{
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if (Korean)
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2019-03-21 04:50:44 +00:00
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return StringConverter2KOR.GetString2KOR(nick, 0, nick.Length);
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return StringConverter12.GetString1(nick, 0, nick.Length, Japanese);
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2018-08-19 22:50:15 +00:00
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}
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set
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{
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if (!IsNicknamed && Nickname == value)
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return;
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GetStringSpecial(value, StringLength).CopyTo(nick, 0);
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}
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}
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public override string OT_Name
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{
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get
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{
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if (Korean)
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2019-03-21 04:50:44 +00:00
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return StringConverter2KOR.GetString2KOR(otname, 0, otname.Length);
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return StringConverter12.GetString1(otname, 0, otname.Length, Japanese);
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2018-08-19 22:50:15 +00:00
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}
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set => GetStringSpecial(value, StringLength).CopyTo(otname, 0);
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}
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public override int Gender
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{
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get
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{
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int gv = PersonalInfo.Gender;
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if (gv == 255)
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return 2;
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if (gv == 254)
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return 1;
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if (gv == 0)
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return 0;
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return IV_ATK > gv >> 4 ? 0 : 1;
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}
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set { }
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}
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#region Future, Unused Attributes
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public override bool IsGenderValid() => true; // not a separate property, derived via IVs
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public override uint EncryptionConstant { get => 0; set { } }
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public override uint PID { get => 0; set { } }
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public override int Met_Level { get => 0; set { } }
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public override int Nature { get => 0; set { } }
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public override bool IsEgg { get => false; set { } }
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public override int HeldItem { get => 0; set { } }
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public override ushort Sanity { get => 0; set { } }
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public override bool ChecksumValid => true;
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public override ushort Checksum { get => 0; set { } }
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public override bool FatefulEncounter { get => false; set { } }
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public override int TSV => 0x0000;
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public override int PSV => 0xFFFF;
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public override int Characteristic => -1;
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public override int MarkValue { get => 0; protected set { } }
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public override int CurrentFriendship { get => 0; set { } }
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public override int Ability { get => -1; set { } }
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public override int CurrentHandler { get => 0; set { } }
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public override int Met_Location { get => 0; set { } }
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public override int Egg_Location { get => 0; set { } }
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public override int OT_Friendship { get => 0; set { } }
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public override int OT_Gender { get => 0; set { } }
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public override int Ball { get => 0; set { } }
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public override int SID { get => 0; set { } }
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#endregion
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public override bool IsShiny => IV_DEF == 10 && IV_SPE == 10 && IV_SPC == 10 && (IV_ATK & 2) == 2;
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private int HPVal => GetHiddenPowerBitVal(new[] { IV_SPC, IV_SPE, IV_DEF, IV_ATK });
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public override int HPPower => (((5 * HPVal) + (IV_SPC % 4)) / 2) + 31;
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public override int HPType
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{
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get => ((IV_ATK & 3) << 2) | (IV_DEF & 3); set
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{
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IV_DEF = ((IV_DEF >> 2) << 2) | (value & 3);
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IV_DEF = ((IV_ATK >> 2) << 2) | ((value >> 2) & 3);
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}
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}
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public override int AltForm
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{
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get
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{
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if (Species != 201) // Unown
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return 0;
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uint formeVal = 0;
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formeVal |= (uint)((IV_ATK & 0x6) << 5);
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formeVal |= (uint)((IV_DEF & 0x6) << 3);
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formeVal |= (uint)((IV_SPE & 0x6) << 1);
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formeVal |= (uint)((IV_SPC & 0x6) >> 1);
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return (int)(formeVal / 10);
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}
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set { }
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}
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public abstract ushort DV16 { get; set; }
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public override int IV_HP { get => ((IV_ATK & 1) << 3) | ((IV_DEF & 1) << 2) | ((IV_SPE & 1) << 1) | ((IV_SPC & 1) << 0); set { } }
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public override int IV_ATK { get => (DV16 >> 12) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 12)) | (ushort)((value > 0xF ? 0xF : value) << 12)); }
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public override int IV_DEF { get => (DV16 >> 8) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 8)) | (ushort)((value > 0xF ? 0xF : value) << 8)); }
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public override int IV_SPE { get => (DV16 >> 4) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 4)) | (ushort)((value > 0xF ? 0xF : value) << 4)); }
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public int IV_SPC { get => (DV16 >> 0) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 0)) | (ushort)((value > 0xF ? 0xF : value) << 0)); }
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public override int IV_SPA { get => IV_SPC; set => IV_SPC = value; }
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public override int IV_SPD { get => IV_SPC; set { } }
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2018-12-22 22:47:31 +00:00
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public void SetNotNicknamed() => nick = GetNonNickname(GuessedLanguage()).ToArray();
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public void SetNotNicknamed(int language) => nick = GetNonNickname(language).ToArray();
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2018-08-19 22:50:15 +00:00
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2018-12-22 22:47:31 +00:00
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private IEnumerable<byte> GetNonNickname(int language)
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2018-08-19 22:50:15 +00:00
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{
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2019-09-19 02:58:23 +00:00
|
|
|
|
var name = SpeciesName.GetSpeciesNameGeneration(Species, language, Format);
|
2018-08-19 22:50:15 +00:00
|
|
|
|
var bytes = SetString(name, StringLength);
|
|
|
|
|
var data = bytes.Concat(Enumerable.Repeat((byte)0x50, nick.Length - bytes.Length));
|
|
|
|
|
if (!Korean)
|
|
|
|
|
data = data.Select(b => (byte)(b == 0xF2 ? 0xE8 : b)); // Decimal point<->period fix
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-19 02:58:23 +00:00
|
|
|
|
public int GuessedLanguage(int fallback = (int)LanguageID.English)
|
2018-08-19 22:50:15 +00:00
|
|
|
|
{
|
|
|
|
|
int lang = Language;
|
|
|
|
|
if (lang > 0)
|
|
|
|
|
return lang;
|
|
|
|
|
if (fallback == (int)LanguageID.French || fallback == (int)LanguageID.German) // only other permitted besides English
|
|
|
|
|
return fallback;
|
|
|
|
|
return (int)LanguageID.English;
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-27 18:23:47 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Tries to guess the source language ID when transferred to future generations (7+)
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="destLanguage">Destination language ID</param>
|
|
|
|
|
/// <returns>Source language ID</returns>
|
|
|
|
|
protected int TransferLanguage(int destLanguage)
|
|
|
|
|
{
|
|
|
|
|
// if the Species name of the destination language matches the current nickname, transfer with that language.
|
2019-09-19 02:58:23 +00:00
|
|
|
|
var expect = SpeciesName.GetSpeciesNameGeneration(Species, destLanguage, 2);
|
2019-05-27 18:23:47 +00:00
|
|
|
|
if (Nickname == expect)
|
|
|
|
|
return destLanguage;
|
|
|
|
|
return GuessedLanguage(destLanguage);
|
|
|
|
|
}
|
|
|
|
|
|
2018-08-19 22:50:15 +00:00
|
|
|
|
public override ushort[] GetStats(PersonalInfo p)
|
|
|
|
|
{
|
|
|
|
|
var lv = Stat_Level;
|
2018-12-04 04:59:48 +00:00
|
|
|
|
ushort[] stats =
|
2018-08-19 22:50:15 +00:00
|
|
|
|
{
|
|
|
|
|
GetStat(p.HP , IV_HP , EV_HP , lv),
|
|
|
|
|
GetStat(p.ATK, IV_ATK, EV_ATK, lv),
|
|
|
|
|
GetStat(p.DEF, IV_DEF, EV_DEF, lv),
|
|
|
|
|
GetStat(p.SPE, IV_SPE, EV_SPE, lv),
|
|
|
|
|
GetStat(p.SPA, IV_SPA, EV_SPA, lv),
|
|
|
|
|
GetStat(p.SPD, IV_SPD, EV_SPD, lv),
|
|
|
|
|
};
|
2018-12-04 04:59:48 +00:00
|
|
|
|
stats[0] += (ushort)(5 + lv); // HP
|
|
|
|
|
return stats;
|
2018-08-19 22:50:15 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected static ushort GetStat(int BV, int IV, int EV, int LV)
|
|
|
|
|
{
|
2019-02-26 01:26:19 +00:00
|
|
|
|
EV = (ushort)Math.Min(255, Math.Sqrt(EV) + 1) >> 2;
|
2018-08-19 22:50:15 +00:00
|
|
|
|
return (ushort)((((2 * (BV + IV)) + EV) * LV / 100) + 5);
|
|
|
|
|
}
|
|
|
|
|
|
2019-02-26 01:39:41 +00:00
|
|
|
|
public override int GetMovePP(int move, int ppup)
|
|
|
|
|
{
|
|
|
|
|
var pp = base.GetMovePP(move, 0);
|
|
|
|
|
return pp + (ppup * Math.Min(7, pp / 5));
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-27 15:53:09 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Applies <see cref="PKM.IVs"/> to the <see cref="PKM"/> to make it shiny.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public override void SetShiny()
|
|
|
|
|
{
|
|
|
|
|
IV_ATK |= 2;
|
|
|
|
|
IV_DEF = 10;
|
|
|
|
|
IV_SPE = 10;
|
|
|
|
|
IV_SPA = 10;
|
|
|
|
|
}
|
|
|
|
|
|
2018-08-19 22:50:15 +00:00
|
|
|
|
protected string GetString(int Offset, int Count)
|
|
|
|
|
{
|
|
|
|
|
if (Korean)
|
2019-03-21 04:50:44 +00:00
|
|
|
|
return StringConverter2KOR.GetString2KOR(Data, Offset, Count);
|
|
|
|
|
return StringConverter12.GetString1(Data, Offset, Count, Japanese);
|
2018-08-19 22:50:15 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private byte[] SetString(string value, int maxLength)
|
|
|
|
|
{
|
|
|
|
|
if (Korean)
|
2019-03-21 04:50:44 +00:00
|
|
|
|
return StringConverter2KOR.SetString2KOR(value, maxLength - 1);
|
|
|
|
|
return StringConverter12.SetString1(value, maxLength - 1, Japanese);
|
2018-08-19 22:50:15 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private byte[] GetStringSpecial(string value, int length)
|
|
|
|
|
{
|
|
|
|
|
byte[] strdata = SetString(value, length);
|
2019-03-21 04:50:44 +00:00
|
|
|
|
if (nick.All(b => b != 0) || nick[length - 1] != 0x50 || Array.FindIndex(nick, b => b == 0) != strdata.Length - 1)
|
2018-08-19 22:50:15 +00:00
|
|
|
|
return strdata;
|
|
|
|
|
|
|
|
|
|
int firstInd = Array.FindIndex(nick, b => b == 0);
|
|
|
|
|
for (int i = firstInd; i < length - 1; i++)
|
|
|
|
|
{
|
|
|
|
|
if (nick[i] != 0)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return strdata.Take(strdata.Length - 1).ToArray();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|