Button closes form when modifying all indexes, so don't bother loading them back to the GUI. The form will immediately close after.
Only read indexes from the GUI if they're kept.
More readonlyspan for the rest of the defined ushort[] arrays, less dictionary/hashset
Simplify some slot-empty checks, makes it easier to see an api for slot interaction (future?)
Previous commit changed the behavior to not check SaveFile's CurrentBox, only keep current index. If we want a specific index (like a new SaveFile's latest box), we must pass it.
The SaveUtil's ienumerable can be of different collection types, and the result is usually is a collection with >0 count
I think I was initially confused (years and years ago) about "MoveNext" if it discarded the first result.
Remove the eager check of the enumerator's current value because it hasn't yet been moved from the uninitialized state.
Closes#3871
Dispose of the enumerator on the early empty return, since the later async code will dispose once all have been iterated.
Perhaps one of the silliest things PKHeX could account for when it comes to legality 🥒🚫
Data has been added to PGET, but the issue has not been fixed yet, and Beast Ball is still up in the air. More to come?
- Add HeldItems_XY
- Fix that HeldItem_AO pointed to what should have been HeldItems_XY
- Fix HeldItem_AO being inconsistent with the rest of the HeldItems
- Correct HeldItems_AO only having XY held items and not ones added in ORAS
=Stat_ATK=*Stat_DEF
.Species=0
^ will delete a pkm if the defense stat is equal to the attack stat.
the `*`* allows you to use the value from that property, rather than a value from the instruction
already worked for property-modify (aka copy property value), this just allows you to compare-filter with properties.
3DS ranges from 1/1/2000 to 12/31/2050. After that, it rolls to
1/1/2050. Switch ranges from 1/1/2000 to 12/31/2060 as the settable
range. However, date continues advancing normally after 12/31/2060.
Allow the maximum Switch date range to be 12/31/2099 to match maximum
Met date. This should be comfortably far in advance for anyone who is
alive today.
* Uses LearnSource more throughout the codebase when appropriate, rather than loosely coupled pivot methods.
* Hides Learnset/EggMove data inside the LearnSource classes.
* Extracts functionality from the large Legal class & partial Table*.cs files into better performing helper classes.
* Cleans up some code from prior LearnSource commits.
Ruby & Sapphire had a bug that only looped when (rand) == 0 !!! instead of (rand & 7) == 0.
End result is that the pkrs giving method yields strains 0 & 8 with 30/255 & 1/255 rarity.
Gen2: z80 assembly does NOT work as intended, and has a separate bug that causes strains 9+ to never be obtainable. So close to a neat statistical separation.
Revise the GUI to disable the events on field loading, and allow for selecting Strain0 w/ days !0.
VC2->7 does not transfer pkrs; not that it matters since Gen3++ transfers can spread every strain.
Thanks @SNBeast for clarification on Gen2's assembly logic and repro!
Co-Authored-By: SNBeast <21327530+snbeast@users.noreply.github.com>
* Extract/encapsulate inventory legal arrays to interface+class
Hiding them behind methods allows these to be left as ReadOnlySpan<ushort> and thus never allocate on the heap.
Also refactors out some logic for checking if an item is legal.
End result feels more maintainable and is less bloaty (no more passing in a nullable func)
Batch editing
* Add HasType filter
```
=HasType=11
.HeldItem=Meadow Plate
```
slaps a meadow plate on any pkm with grass type
Use `=PersonalType1=11` for only primary grass types; only-secondary-type grass will not match it.
Gimmighoul can't increment its form argument counter, it can only ever be 999 on Gholdengo after evolving.
Also reorder switch cases according to National Dex indexes.
Instead of looping, if the moveset is full and a new move is added, the game shifts all arr[1..] down one slot then adds the move at the end.
Since we don't need to keep track of PP/PP Ups, we can just defer the shifting and do n % 4 rotations at the end instead of n rotations (one on each move added).