* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit
Move some string[] array fetch (for all languages) to Util
Other games may vary the flawless IV count so best to have consistent
declarations
(the vc transfer encounter has 5 or 3 depending if it's a mew/celebi)
location ID was originally added by:
afde4514e2 (diff-83a32d69355a64376bc77bd07e338a33R446)
I
have another save file that uses met location 110 (like this one) so I
assume it was originally a copypaste error from Sudowoodo.
Change Trade strings to not allocate separate empty arrays.
Exeggutor Island has wild & one static with a fixed ability; the fixed
ability is returned first which causes wild lv40 exeggutors with
ability2 (1/2/H) to be flagged as illegal.
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one
bool? occupies 2 bytes; enum:byte is 1 byte.
should probably move validity checking logic into the IEncounterable
objects instead...
great job gamefreak
allow current handler to be 0, remove static encounter as the data was
sneakily faked as a WC7 in the events gallery.
Closes#1817 ; still needs to update with new pikachu pid method
allowing shinies (next update).
previously was only defined for gen1/2, why not all gens
can now query encounters in Core for encounters per generation via
reflection; can help group encounters for data vis or be faster than
getting individual gen numbers