Hold shift when dropping into discord to have discord auto-send it; bump time delay to 20s for file deletes
Seems like it just wanted Effects.Copy instead of Effects.Move, nice. Used to work for a while until it didn't.
Closes#3454
Use ahtb sourced (hash,string) correlation from pkNX to dynamically generate block keys.
Co-Authored-By: Jonathan Herbert <3344332+foohyfooh@users.noreply.github.com>
Stop allocating an entire shadow copy of the save file whenever we create a new savefile object from file.
Prior commits added the clear SaveFileMetadata class to cleanly track the file path. Backups are copied from the original path.
* Accurately implement height/weight calc
* Handle GUI reads
Having Auto off will read and write the values correctly
F6 will handle all the decimal points possible
* Remove no longer needed tolerance check
Closes#3400
Lots of controls are slow to render; datagrid is fine. Wire it up so that it detects & updates the custom research checkbox on the other tab.
Closes#3390
Remove focus from pending edits to the NumericUpDown, and only set scalars if not loading. Fixes switching between entries with pending NUD value changes.
* Add sprite builder toggling for forced-circle sprites
* Add assets for all LA Pokémon sprites
Co-authored-by: sora10pls <17801814+sora10pls@users.noreply.github.com>
Introduces an option to disable reading .bak / "backup" files; trickle the changes up to all surface users so that SAV_FolderList can correctly load all .bak saves into its Backup tab.
The "ignore backups" was added in the latest feature push to ignore "backup" from being detected as the latest save.
Update 22.02.04
Individual commits from this PR are not cherry-pickable in a vacuum; these were manually re-committed from a staging repo in order to group together changes for general public viewing. There were over 250 commits on the private development repo for this update.
As with most event work tampering, make sure you keep save backups. Accessing areas before you're intended to will almost certainly break story progression.
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.
`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.
The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.
Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
For roamers, go back to Lake Valor/Fullmoon Island, and re-interact with Mesprit/Cresselia so that the game can generate a new one.
Also add Rotom rebattle event flag, and fix consistency with flag labels.
Closes#3318
Gen8: if held item, only give if can be legally held; if dmax crystal, only give if available.
Gen8b: if held item, only give if can be legally held
Others: unimplemented; pull requests accepted.
StreamingAssets\AssetAssistant\FureaiHiroba\fureai\masterdata\PoffinResult.json indicates which text line is used for a given MstID
Change Taste to Smooth to match community's naming
The RAM is pretty dirty for unallocated poffins; slots that have never been filled will have junk with whatever the unallocated pointer was looking at.
An empty poffin slot is just marked as FF, ignores the stats for that slot. Not sure on the naming, but Matt had a single Level 60 poffin -> must be Mild? Thus, all the names are -1 from the textfile array...