Logic is essentially identical; implement a base class and have the
generation specific structures implment the differences.
Reduce the verbosity a little
pk1 boxdata stores current level & current hp, which is only present in
pk2 party data.
if the user drops in pk2(boxdata), the transfer leaves 0 for both
values, which isn't correct.
detect stat_level to determine if values should be regenerated or not.
Thanks HaxAras for finding this :)
Remove unnecessary floor operation, don't fetch stat arrays for each
stat
Current HP is a box stat in pk1 format (offset 0x1), which isn't stored
in box pk2's. If the hp is zero, set it to the current HP.
Thanks HaxAras for the conversion tip!
extract GetFormDuration to method, remove unused GetIsCompatible
specialized variant (there's a generalized version in SAVUtil.cs,
IsPKMCompatible -- might do another round of WinForms->Core absorption
convert all dictionaries to char-byte instead of string (saves 50KB on
compressed dll, lul)
update OT string comparison for pre/post transfer specimens
Showing "TRAINER" for all languages isn't correct, just show a mapped
character
Closes#2049 , thanks @egzonqj & @WEERSOQUEER !
reduce pk3/ck3/xk3 logic, share AbilityBit property within _K3, and when
loading, type check (favored over hardcoding individual load cases)
pull some non-gui code from PKMEditor to core/etc for general data
fetching
Yeah forgot that extremely bad RNG rolls (0,0,0,0,0) leaves 510
remaining, and the last EV can't have that much
rework loop to be simpler & quicker by checking the last IV for validity
only
(don't bother keeping it unrolled
all usages besides fetching a 32bit random value should use rand.next
remove unnecessary do-while loop for calculating random EVs (always
returns 510 in total)
gender: take top 4 bits of gr:
31 = 0x1F = 1
63 = 0x3F = 3
127 = 0x7F = 7
191 = 0xBF = 11
See the pattern? If we change the compares from >= to >, we -1. All
numbers match except for the 25/75 ratio pkm... which unveils the
problem.
Simplify the calc for these using the logic above, which fixes the error
and makes the code easier to read!
Thanks SystemError for assisting :)
easy modification which isn't 'random' resulting in a slightly higher
chance of retaining the current gender if possible. threshold values can
change genders (1f:7m), but is slicker overall
Checks.cs initially started out small, but over the years it has grown
to handle multiple types of checks. With all these checks next to
eachother, it's hard to see the overall groups. Splitting them up
(potentially further?) allows for more focused maintenance &
understanding.
Not sure if I'm happy with the overall bandaids used (checks no longer
done within LegalityAnalysis so variable repointing is excessively
used), but I'm happier the way it is now compared to the huge Checks.cs
Add safari min flawless IVs to reroll (can expand if #2025 is required
for egg group15)
Use EV/IVTotal (faster, not linq array based)
Fix missing pumpkaboo form regression, Closes#2026
Relocate swapbits to appropriate class, unneeded in PKM.cs
continued simplification
core.cs is pretty much the following:
misc one-off junk
moveset fetch
encounter table fetch
evo chain fetch
might eventually move things around a bit further for cleanliness so
that misc meta junk is the only thing that remains in core.
update handling that checked for this case to instead check for
equivalence to ability1 instead of 0
was generating a PGF with ability[1] = 0, which is not correct. Just fix
the binaries to behave and get rid of all the workarounds since future
tables don't have missing values.
stored as wc3's, make "Version" from IVersion rather than int so that
"WasXD" recognizes it.
Update handling for fateful encounter trade-away cases.
#1970
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.
previous hurdle a year ago was propertyinfo fetching not looking at the
base class's properties; dig deeper for all properties to mimic existing
code for netframework
end result is batch editing now possible without gui
1123c24b0c
had addressed the loading, however, it did not address the saving
update pkx to not create a new array every time IsPKM is called
(possibly a lot)
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
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...?
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
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
gen4 and below saves don't provide an accurate Version/Game; ignore the
version check if it is not a valid game ID.
secondary sort to current OT name so that same-named OT (ignoring case)
are immediately after the current save's pkms.
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
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).
If the Hidden Power set doesn't match what is required (missing Hyper
Trained IVs), will need to adjust IVs.
Compute the first matching hidden power IV set by permuting flawless IVs
to flawed.
Closes#1821
reflection (now only used for backwards conversion) will use destination
order instead of source order so that the destination can order itself
for quirks
redo method call (probably breaks someone if they update, maybe pk2pk)
standard generation 3 pkm content & interactions
generic inter-converter (more efficient than reflection)
update conversion methods; specific format conversion is now in the
object's src file now.
may be worth doing for gen4 pk4<->bk4
StringLength is the raw buffer size, needs to be offset by 1 as the
string length enforced does not consider the terminator
12char OT name in sav7 loaded to tabs -> load gen1/2 save = exception
(now fixed)
condense repeated logic, reduce overall operations
removes 1 array alloc for pkm encryption (shuffle clones the array, so
don't clone->clone)
removes 1 array alloc for pkm decryption (mutate encrypted array), be
aware that no current use cases input an encrypted region and expect the
reference to stay encrypted (always was a temp array).
remove duplicate bounds checks (early return & for loop)
GetBytes returns an array that is immediately discarded (GC pressure)
reduces overhead when loading large pkm collections from save files
(shaved off a couple seconds from my loading from 200+ bak saves)
could probably go faster with unsafe code to r/w ushort directly
then again im profiling under debug but i'd assume the improvements made
actually do improve speed for release builds
Species and Nicknamed params were never used; foreign always resulted in
true for cases when it actually mattered.
Filter to the non-fullwidth characters, check the char type (latin base
vs jp/zh/ko) in order to determine if the full/half symbols should be
squished
could be faster replacing char instead of string, so change those
add two test cases for half width & full width string
sanitization/unsanitization
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)
Some species have the same unicode name in CHS and in CHT, so it will lose language info after converting from a in-game string to textbox (The game will use different fonts to distinguish them, bad GF)
This change will give CHT encoding a higher priorty if the pkm is in CHT, although it's possible to get CHS encoding default species name with CHT language ID.
Also fixed previous editing error
transporter/bank parsed:
fix 벵벴 swaps (verified ingame)
switch ⋯ for … to match bank
add blank space (u3000) for 0xFF to match bank
note 0xB6C is incorrectly 0xB6D in transporter (=> "."); not an issue as
not a valid char choice ingame.
table data dump: https://pastebin.com/R254mB9p
reproduce via exefs: (kor1-B table followed by english analog
kor_table0)
int ofs0 = 0x1BE3C0;
int ofsK = 0x1BBE48;
int len0 = 0x130;
int lenK = ofs0-ofsK;
A+ parsing: https://pastebin.com/FAxpadxs
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!)
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
add german forme names
truncate some forme names
fix nidoran gender symbols
adds null check for invalid (caught error) pkm
disables accessory giving (needs more research)
more usum prep
don't allocate empty array on every savefile creation (use linq All
comparison)
add percent seen/caught savefile properties for data analysis purposes
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).
Closes#1540 , check for german only characters (gen1/2 can trade
between resulting in only OT being checkable). May be worth changing the
german check to return an int instead and check for other language
specific values.
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
fix ranch pkm hacks being treated as valid (wrong severity)
fix xml docs relative to recent changes
move kata/hiragana charmapping to be like the Farfetch'd alias
{"'", 0xE0}, // Alias ' to ’ for Farfetch'd
{"’", 0xE0},
- G1/G2 only have Hiragana letter he -> fixed Houndoom(ヘルガー) /Heracross (ヘラクロス) default name mismatch
- Fixed Stadium2 Farfetch'd move (Thrash -> Slash)
- Added VC Mew TID check
- Update Chinese legality strings
Resolves charmap duplications in the chinese char tables:
多边兽Z (Porygon-Z)
属性:空 (Type Null)
谜拟Q (Mimikyu)
卡璞・鸣鸣 (Tapu-Koko)
Games cannot have a nickname/OT in chinese as of current date... I
assume this will be fixed down the road
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.
Both characters map back to character 0x83, but 0x83 previously mapped
back to the lowercase variant which was unlike the others.
(オ and ォ -> オ)
Thanks Afepoke & smileynation!
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