Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(
Builds will fail because azure pipelines not yet updated with net6.
* Providing pkm/sav files via command line (dragging files onto exe / associated file launched) will more intelligently source a partner sav/pkm object if not provided.
* Gen1/2 mainline save files now indicate if they are VC era or GB era (legality implications) in the program title bar.
* Fixes loading VC era save backups not being recognized as VC era (`.bak` extension hides `.dat`)
* Export BAK moved to the SAV tab, which allows Export main to be deleted and Export SAV to be used as the single-click for exporting saves. `CTRL-E` is still the hotkey.
per the personal data in emerald, they are the only species that go from 2 distinct abilities to 1; since the game does not update the abilityNumber on evolution, it has the second ability being the same as the first, instead of the usual [ability,none] for all other single ability species.
* Add more memory legality checks
Includes the following new memory checks:
- 4: met in link-trade, allows all possible genlocs except dangerous place
- 7: successful fishing, allows fishable species in gen 6 and 8
- 9: paying attention to another mon, allows only available species for gen 8
- 29: encountering legendary Pokémon, only seen on Zacian, Zamazenta, Calyrex so far
- 32: riding a bike, only in genlocs where biking is possible
- 75: taken to Nursery and placed with a mon, allows only available species for gen 8
Unstubs lotto check and applies it to gen 6.
Co-Authored-By: Skadiv <62726360+Skadiv@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
* Loto-ID only has one t
* Crown Shrine has another genloc outside
* Consistent Loto name for array
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
Co-authored-by: Matt <17801814+sora10pls@users.noreply.github.com>
Refer to previous commit, the apply-memory has a 1% chance of failing for 100% memories, resulting in the ability to have 0-memory HT via link trades.
In-game trades caused the previous logic, as those forget to set the HT memory (likely the same logic flaw as skipping the nickname check via game settings).
Apparently they don't use the bit-permission table in Bank to get a random feeling, and instead just do rand(0,10).
Our logic to set a random feeling for bank transfers is still fine, because we set [0,10) within the bit table.
Can definitely be refined as these memories can restrict to capture/hatch/gift encounters. The multi-value arrays can also be restricted for non-hatches too (maybe first element if WasEgg?)
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Since we have more metadata with move learn sourcing, we can check if it was traded to gen2 to get new moves / deleted.
Adjust call sites appropriately
might have some issues, to be ironed out maybe
Slap on interface for EntreeSlot
De-magic some 💯 numbers to indicate what they're doing
Improve perf of move-match-relearn check
Add an "else" as valid is never both values (history verifier)
* Add weather types by location
Creates a dictionary of possible weather types for each SWSH location.
Unlisted locations may only have Normal weather or do not have any
encounter slots.
* Prune unused weather from static encounters
Some encounters were too permissive with weather, e.g. Sandstorm in
Fields of Honor and Challenge Beach; Snowstorm at Dyna Tree Hill.
A few crossover areas that would have limited the possible weathers were
marked with a "(c)". An example is Nidorina from Giant's Bed crossing
to Frostpoint Field, where Raining and Thunderstorm do not occur.
This additionally organizes encounters by location.
* Move location-weather dictionary to EncounterArea8
* Verify weather marks on encounterslot/static encounters
* Adds some static encounters available through weather bleed
Weathers aren't normally available, but these static encounters are
close enough to the boundary that the weather in an adjacent area can be
used to spawn them.
- Frostpoint Field Snorlax with Raining/Thunderstorm from Giant's Bed
- Snowslide Slope Amaura with Raining/Thunderstorm from Giant's Bed
- Frigid Sea Carracosta with Intense_Sun from Three-Point Pass
- Frigid Sea Magmortar with Intense_Sun from Three-Point Pass
- Ballimere Lake Corviknight with Snowstorm from Giant's Bed
- Ballimere Lake Cryogonal with Snowstorm from Giant's Bed
- Ballimere Lake Tyrunt with all weather from Giant's Bed
- Lakeside Cave Ferrothorn with all weather from Ballimere Lake
- Tunnel to the Top Golbat with all weather from Path to the Peak
* Defer weather marks if incompatible, enforce encounterslot weather
This uses the area weather to check fishing slots and tentatively adds
some tables for weather bleed encounterslots.
* Warm-Up Tunnel gets weather bleed from Training Lowlands
* Update for base PKHeX
* Handle weather bleed for SWSH encounter slots
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
* Minor clean
Having duplicate weather marks is illegal, so just auto-partial match them instead of checking the other marks.
* Rearrange slot weather check logic
* Claim reserved byte in SWSH pkl
* No need for two variable names now
* Valid weather marks on tree/fishing should return with main weather
* Fix tree/fishing deferral and add another surf slot weather bleed
* Disallow tree/fishing encounters from using bleed tables
None are currently known at this time, and only hidden grass encounters
have a weather bleed table
* Condense bleed expression, combine tree/fish flag check
* Move weather-bleed check into EncounterArea8
Makes the dictionaries private instead of internal.
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
Currently, HOME gifts present in wc8.pkl will not be flagged for invalid dates due to them missing their respective Card IDs. This will be fixed with the next stable release, so this works for now.
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.
EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.
Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
* Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately
Don't store within the object, track the slot origin data separately.
Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty.
- Requesting a Box Data report now shows all slots in the save file (party, misc)
- Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely)
- Replace some linq usages with direct code
* Remove WasLink virtual in PKM
Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM.
* Use Fateful to directly check gen5 mysterygift origins
No other encounter types in gen5 apply Fateful
* Simplify double ball comparison
Used to be separate for deferral cases, now no longer needed to be separate.
* Grab move/relearn reference and update locally
Fix relearn move identifier
* Inline defog HM transfer preference check
HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly.
* Extract more met location metadata checks: WasBredEgg
* Replace Console.Write* with Debug.Write*
There's no console output UI, so don't include them in release builds.
* Inline WasGiftEgg, WasEvent, and WasEventEgg logic
Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
GetCanKnowMove should be checking for Smeargle knowing thousand arrows/waves.
GetNeededMoves should also return 1ka/1kw for needed moves, and then no encounters.
All uses of InvalidSketch are behind that method, so any future Smeargle modifications (like sketching a dummied move) will be checked (yay BDSP considerations).
More in line with modernizing the codebase with latest c# syntax
improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
Nice bug ya got there, gamefreak.
Coulda cleared the AffixedRibbon value instead of copying it on Shedinja creation, and it would have made this unnecessary.
Please ditch the Affixed Ribbon gimmick for future games, thanks!
Farfetch’d uses the non-vertical apostrophe, still.
Showdown is consistent with their usage (in/outputting ’), but we'll keep the '->’ for that sanitization just in case other services/users enter the wrong char.
Closes#3185
- Settings now stored as json next to exe
- Settings now exposes all legality checking setttings that can be changed
- Slot hovering now can play cries in MGDB/PKMDB/etc, not just the main boxes.
- Enhanced hover text for mystery gifts and encounters that have movesets
- Show recently loaded save files in ctrl-f browser
- Toggle auto-load savefile setting to be none/detect-latest/last-loaded
- Custom extensions & extra backup paths can now be configured directly in the json settings
- Settings editor now uses propertygrid & tabs.
* Initial bred moveset validation logic
Unpeel the inheritance via recursion and permitted moves
* Volt tackle considerations
* Optimize out empty slot skips
* Add tests, fix off-by-one's
* Require all base moves if empty slot in moveset
* Add test to prove failure per Anubis' provided test
* Tweak enum labels for easier debugging
When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value.
* Fix recursion oopsie
Also check for scenario where no-base-moves but not enough moves to push base moves out
* Add Crystal tutor checks
* Add specialized gen2 verification method
Game loops through father's moves and pushes in one iteration, rather than checking by type.
* Add another case with returning base move
* Add push-out requirement for re-added base moves
* Minor tweaks
Condense tests, fix another off-by-one noticed when creating tests
* Disallow inherited parent levelup moves
Disallow volt tackle on Gen2/R/S
* Split MoveBreed into generation specific classes
Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too.
Add some xmldoc as the api is starting to solidify
* Add method overload that returns the parse
Verify that the parse order is as expected
* Add reordering suggestion logic
Try sorting first, then go nuclear with rebuilding.
* Return base moves if complete fail
* Set base moves when generating eggs, only.
* Use breed logic to check for egg ordering legality
Don't bother helping for split-breed species
Disassociate pk4/pk6 backing byte[] when converting to pk5|pk7, as we no longer make a copy of the byte[] in the pkm's constructor.
Change UpdatePKM to include isParty, as we want it optional to update FormArgument too.
Change FormArgument saving to be handled by FormConverter; kinda not really good to have it there, but nothing else is handling FormArgument values.
Expand IFormArgument to have all FormArgument values exposed. "Maximum" is furfrou only.
PK6: Max is in the "FormArgument" u32, and the remain/elapsed is in party stats (hence the reverting when boxed)
PK7: u8 remain, u8 elapsed, u8 max, u8 unused.
PK8: assumedly the same as PK7, given the disassembly hints that it's the same as past games (even though Furfrou and Hoopa are not in SWSH).