Closes#3028
Thanks @CarlosofKalos !
Setting 9999 for both on Rattata; capturing the 10,000th didn't increment, but transferring the 10,000th did.
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Readonly slots
Things could be expanded on to use interfaces and wrappers for a "SlotReference" and properties for readonly.
But that's kinda unnecessary
Move Home8 location to Locations.cs for documentation
Move FestaFacility to correct folder
Remove unnecessary public modifier on interface method
Pass the program's Version to any loaded plugins, if they wanted to check compatibility...?
SWSH is the first common savefile type that has different revisions after official patches. We want to indicate in the Program Title which revision we're currently editing, because people still are not editing latest-format saves and complaining y no urshifu.
Use short descriptions to indicate revision (Base, IoA, CT), rather than magic numbers (v0/v1) or 1.X or 1.X.Y+, because GameFreak can't follow semver rules.
go away ranch platinum update, i might handle you another time
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
Check egg encounter for state rather than re-deriving some properties on the fly
Only check memories if memories are exposed
Remove debug assert (not always true?)
Also clamp give all for TMs to 1 instead of whatever the giveall value is, like for prior games' HMs
reuse the "free space" bool; no real benefit in increasing the amount of abstraction (even though that's my current urge for legality)
FFFF and 0000 -> prefer 0000
FFFF and 0001 -> prefer 0001
...
FFFF and FFFE -> prefer FFFF
they shouldn't be desync'd (incremental); only the uninitialized case is important to handle.
Accessible in block editor, not as the usual trainer records.
Closes#2913 , ty @CanoeHope!
Co-Authored-By: canoehope <canoehope@users.noreply.github.com>
invert ability index favoring so that the first ability index is most favored
ability num:
-1=>0/1/2
0=>0/1,
1=>0
2 =>1
4=>2
Ability Type:
0,1,2=>0,1,2
3=>0/1
4=>0/1/2
Should probably get rid of AbilityNumber definition usage but it's so entwined in the trade/static definitions...
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Closes#2826
It doesn't find it in the SM table, but didn't return -1
rework logic flow to return when found, rather than after loop finishes.
Also fix display off-by-1 since we're not using zero indexing for our entry numbers.
Thanks @Ammako !