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https://github.com/kwsch/PKHeX
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e6a74b0145
commit
26ca111630
2 changed files with 17 additions and 16 deletions
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@ -624,21 +624,22 @@ namespace PKHeX.Core
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/// <remarks>
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/// There are other IV combinations to achieve the same Hidden Power Type.
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/// These are just precomputed for fast modification.
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/// Individual Values (H/A/B/S/C/D)
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/// </remarks>
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public static readonly int[,] hpivs = {
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{ 1, 1, 0, 0, 0, 0 }, // Fighting
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{ 0, 0, 0, 0, 0, 1 }, // Flying
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{ 1, 1, 0, 0, 0, 1 }, // Poison
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{ 1, 1, 1, 0, 0, 1 }, // Ground
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{ 1, 1, 0, 1, 0, 0 }, // Rock
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{ 1, 0, 0, 1, 0, 1 }, // Bug
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{ 1, 0, 1, 1, 0, 1 }, // Ghost
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{ 1, 1, 1, 1, 0, 1 }, // Steel
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{ 1, 0, 1, 0, 1, 0 }, // Fire
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{ 1, 0, 0, 0, 1, 1 }, // Water
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{ 1, 0, 1, 0, 1, 1 }, // Grass
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{ 1, 1, 1, 0, 1, 1 }, // Electric
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{ 1, 0, 1, 1, 1, 0 }, // Psychic
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{ 0, 0, 0, 1, 0, 0 }, // Flying
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{ 1, 1, 0, 1, 0, 0 }, // Poison
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{ 1, 1, 1, 1, 0, 0 }, // Ground
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{ 1, 1, 0, 0, 1, 0 }, // Rock
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{ 1, 0, 0, 1, 1, 0 }, // Bug
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{ 1, 0, 1, 1, 1, 0 }, // Ghost
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{ 1, 1, 1, 1, 1, 0 }, // Steel
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{ 1, 0, 1, 0, 0, 1 }, // Fire
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{ 1, 0, 0, 1, 0, 1 }, // Water
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{ 1, 0, 1, 1, 0, 1 }, // Grass
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{ 1, 1, 1, 1, 0, 1 }, // Electric
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{ 1, 0, 1, 0, 1, 1 }, // Psychic
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{ 1, 0, 0, 1, 1, 1 }, // Ice
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{ 1, 0, 1, 1, 1, 1 }, // Dragon
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{ 1, 1, 1, 1, 1, 1 }, // Dark
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@ -978,7 +978,7 @@ namespace PKHeX.WinForms.Controls
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int[] ivs =
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{
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Util.ToInt32(TB_HPIV.Text), Util.ToInt32(TB_ATKIV.Text), Util.ToInt32(TB_DEFIV.Text),
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Util.ToInt32(TB_SPAIV.Text), Util.ToInt32(TB_SPDIV.Text), Util.ToInt32(TB_SPEIV.Text)
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Util.ToInt32(TB_SPEIV.Text), Util.ToInt32(TB_SPAIV.Text), Util.ToInt32(TB_SPDIV.Text)
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};
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// Change IVs to match the new Hidden Power
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@ -986,9 +986,9 @@ namespace PKHeX.WinForms.Controls
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TB_HPIV.Text = newIVs[0].ToString();
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TB_ATKIV.Text = newIVs[1].ToString();
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TB_DEFIV.Text = newIVs[2].ToString();
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TB_SPAIV.Text = newIVs[3].ToString();
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TB_SPDIV.Text = newIVs[4].ToString();
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TB_SPEIV.Text = newIVs[5].ToString();
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TB_SPAIV.Text = newIVs[4].ToString();
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TB_SPDIV.Text = newIVs[5].ToString();
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TB_SPEIV.Text = newIVs[3].ToString();
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// Refresh View
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changingFields = false;
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