nickname reset clears except for encountertrades (some have fixed
nicknames).
remove untraded check for HT memory verification, has to be traded if it
has a HT memory.
search caused cross thread exception due to ConfigurAwait not returning
context
finish await -> update controls with after restoring context.
don't rebox results 2x lmao; keep results as list due to other Remove
operations being present in other events.
Closes#1964 ; any redirected load request has its own 'fail to load'
message.
(dragdrop a save file on a box slot; message is no longer presented that
'could not set to this slot').
Move TID/SID load to after version set (special handling for pk1/pk2
which don't store version, just call manually).
Update TID/SID on every gameversion change anyway
Rename LoadOTID to LoadOT since it does not deal with ID.
Closes#1962
retain save provider
add optional visibility toggle criteria (not present => always visible)
now hides sort/mod/delete if the criteria is not applicable to the
current format
Is there a reason for having GSC newTrack as USUM? This causes `origintrack = newTrack;` not to happen and thus controls don't switch from G2->G7 correctly.
remove todo comment
fix exception when refreshing slot coloring
update box when saveslot index changed, not validated.
update boxviewers when saveslot changes
amount of pkm obj classes is pretty high, move the static utility
classes to another folder
breaks usage of pkm.ShowdownText; removes a dependency from PKM.
reference PKHeX.Core, main window loads assemblies & initializes
providing an ISaveProvider and the menustrip control (to insert controls
into)
pretty rough but should allow for inserting external control buttons &
allowing it to edit the UI a little
example: https://github.com/kwsch/PKHeXPluginExample
feedback is appreciated
using keyboard instead of mouse can change box without moving mouse
outside the slot picturebox
trigger an update when the box is changed, but only if the updating
parent has the hovered child (ie a boxviewer changing box while hovering
the main window won't re-cry the main window slot since it wasn't
updated)
Closes#1940
add some gender threshold properties to personalinfo
Years ago a branch was made to play a pkm's cry when its sprite was
hovered over, to assist users who are less fortunate in the ocular
department. Since a pkm's sprite is not text, playing the pkm's cry
helps the user identify what is in each data slot.
To enable the feature, put a folder named "sounds" in the same folder as
the executable; name all pkmcry files after the species national dex
number (no padding zeros), with an extension .wav
Closes#1933
if not allowed to be genderless, flag as invalid gender
only permit valid genders after genderless is ruled out
(both done by checking the low bit)
Store 4g giratina held item for enc->pkm legality
revise usages of GetSaneGender
Rearrange some logic
Better handle impossible version encounters (gen4)
gen 1-5 done, stuck on 659 - bunnelby egg...?
Hold control when you move your mouse to enter the slot's control area
(ie put your mouse on the sprite while holding control); the program
will display a ShowdownSet summary of the contents so you don't have to
load to tabs.
Holding Control is required for now (can always recompile to have it
always on); can be a nuisance for those not wanting to view details
since it overlays a big window (obscuring).
Closes#1925
Adds IV count sorting
Adds Itemless & Illegal deleting
Adds Max level modding, item clearing. Handle egg cases sensitively.
remove final sortby for reversal case as the incremental integer
prevents further ordering.
Any suggestions? Keep in mind that some modifications can be done by the
Batch Editor scripts; smart deletions & sorts are highest value
additions ;)
hold control when triggering the sort
sneaky linq to reverse a sort by:
* re-doing the initial sort, then
* reversing the sorted pkm data by using a throwaway increment
* re-doing the final sort
Nest item choices into separated groups (based on their overall
function).
Adds 3 more deletion options: eggs, untrained, or not-matching-savefile.
Adds 1 more modification option: Max Friendship of current handler
updating HP causes SPD to be updated, which is based on SPA; since SPA
is yet to be updated, we trigger constant updates on an SPA > 15 until
we crash.
just use the SPD IV which is already capped by the pkmdata
(this shouldn't refresh fields anyway when loading... whatever).
Closes#1914
Closes#1912 , genderless ~= fixed gender I guess; shouldn't get these
gender-errors unless it's manually tampered data/ShowdownSet
remove unnecessary code in:
* PKMEditor (>=255 is already covered by == 255 and the fact that gt is
always <= 255)
* VerifyGender (3 <= x <= 5) check is already early-returned via
PIDGender check above
Update IsGenderValid knowing that VC mons have a gennumber <= 2
right click the box tab
* no longer silly key-combos to initiate a clear/sort
* provides multiple sorting options
Advanced sorting includes:
* Recieved Date
* Friendship usage (using it raises friendship, more used pkm will be
sorted to the top)
* Ownership (current SAV's first, then by other OTs)
all common strings in forms used by multiple generations
would rather rework the individual generation strings to be unnecessary
with better interaction instead (if possible), as translating hundreds
of limited exposure strings is a drag.
Similar to LegalityCheckStrings
no resource files yet, will generate those tomorrow(?)
some strings are not translatable (useless gen6 passerby export text),
not really worth
party stats set when setting a slot to a save file
simplify set/delete slotchange duplicate logic
suggest better met locations beyond VC transfers
hatching a gen6 egg applies memories automatically
invalid/unknown usages were incorrectly interchangable; dex-sets were
looking at Unknown which was impossible for some cases.
only use GameVersion.Unknown as a temp placeholder for later resolution
by the user.
WinForms->Core logic absorbing (CommonEdits)
loading ShowdownSet now applies properties to PKM instead of PKMEditor
Contest/IVs for Static/Trades are no longer set by default (less object
allocations), and are now checked by the encounter generator
extract common nature amp logic
generic ienumerable copyto which now returns count of elements copied
(maybe useful later). prior usages never tried to copy an enumerable
larger than the dest array (now length checked).
Closes#1795 by redoing the controls
Allows for a specified slot type & offset to be passed, can easily add extra slots by updating the GetExtraSlots extension method.
only way the filter used to execute was if ESV textbox was empty, which
would throw an exception lul
sync dead code removal for prior pkrs commit (never executes)
475acfaeac
removed ability to have multiple single box popups
double click the Box tab when holding shift to bring it up
resize to preferences: https://i.imgur.com/XB2978R.png
is duplicate with first
the slot is properly hidden but then set visible when the preview is
loaded for it. im sure the set-visible was a very old design decision
loading pbr/rsbox -> loading a game that has party & daycare causes the
daycare tab to be loaded in the incorrect spot.
PartyTab needs to be calculated closer to its use
fix bk4 ribbon checks (lacked interface inheritance)
change MN -> UM for get blank save (unused in PKHeX solution)
prevent inheriting from derived pkm classes
get language list now doesn't return new objects (or re-enumerate)
update rand usage to be inclusive for top bound, extend shuffle to
collections
remove unnecessary location overrides (already overriden in legal fetch)
pull out transfer locations to const references
add vc2 & crown beast/celebi met location suggesting
add vc2 crystal sensitive detection
add 2 more usum trainer stats (thanks holla!)
There are too many phrases,
I have no plan to complete all list of phrases.
But I think user can edit phrases of each facility
by using their phrase settings.
fix roamer3 not setting IVs
fix usum z items rightmost pixel getting chopped off
use Gen* instead of GenNumber for specific cases (faster)
add WasGiftEgg location case for Gen7
remove some unnecessary array allocations
closes#1550 , mgdb/pkmdb throw unconverted files which need conversion;
move main file load conversion to a reusable method and have pkmeditor
call it on every load.
add skip argument to ignore the conversion check (ie if the file is
loaded from an undoubtedly same type source).
PreparePKM had the opportunity to be recursive (preparation ->
validating*N -> preparation*N), lock out preview sprite updating (which
calls PreparePKM via Main.cs) while validating all controls
remove uncallable paths (format is checked prior, and checksum check is
never called as fieldsInitialized is forced false)
move gui toggling to loading methods when appropriate
pkm is not restricted from ORAS (etc) values when on an XY (etc) save
file; use the save file maxes and indication values.
no reference to the pkm anymore!
Closes#1546
natures (>25) are invalid and causes IndexOutOfRangeException due to
being greater than the length of the array.
sanity check array length and amped stat prior to applying amplification
Closes#1515
extract pkm loading routines to smaller methods
reduce code duplication (rely on empty setters to ignore some calls)
should be much easier to understand the load/save process; the original
setup (pk6) was following the structure from 0x00-end, no point still
doing that as everything is now abstracted.
expose some useful IEnumerable methods (sorting / bin->pkm / copy) to
simplify some common operations
change some explicit arrays to IList for flexibility
remove old memecrypto bool (no longer necessary as XP is not supported)
rename some methods for more clarity
* allow gen2 to have evolutions on gen1 when transferred to gen7
(Core.cs)
* handle korean strings on transfer slightly better (pk2.cs)
* auto-set johto location when changing game ID
* auto-detect VC saves (all have extensions with .dat)
Closes#1478 , thanks @NinFanBoyFTW !
setting the string to the control causes it to update, use the
changingFields to prevent this update from happening until we want to
(via UpdateIVs)
Closes#1444
Allows evolution met level check to be skipped
Adds minimum level constraint for evolution chain generating
Closes#1430
also adds deferral to the gen3 encounter generator as encounterstatic
gifts can collide with wild encounters when transferred
fix early-verification (introduced in 9864d84), just invert the
fieldsLoaded check. No longer interrupts the pkm loading routine when
changing game locations
fix stadium check (accidentally inverted in bfdf1c5)
Closes#1398Closes#1397
Reduce memory usage for evo method banlist (static banlist references)
Fix gen6 mega evo flag truncation
simplify QR encode/decode logic a little
Don't apply transparency if transparency is already 100% (skip the loop)
Add gen5 wild pid/tid-sid correlation check
Fix validation value reset (loading gen3-4 pkm without looking at met
tab causes the met location to get reset); fixed by prematurely
validating before setting the value
Fix gen3 pkm with gen4 contest ribbons in gen4/5 getting flagged
incorrectly
Closes#1349
Add egg memory wiping when ticking as egg,
Add egg memory setting when suggesting encounter info.
Closes#1350
I'd rather have it this way as to not do cross-tab auto edits that the
user may miss.
necessary for reflection property transferral (ie language)
indirectly fixes mixed-bit properties (ie altform/gender) as they are
reversed bits relative to pk4.