extract final pkm manipulation logic from pkm editor
add xmldoc to boxmanipulator, add utility class for enum->manip fetching
fix xmldoc referencing removed enum member
relocate boxmanip overview logic to utility class
move SAVPaths file pointer to Main for reuse #2109 , will add to
autodetect in a later commit
open/save dialog with extra extensions: ignore ones already present
click ball sprite/label to cycle through legal balls
hold alt to use old behavior (set to pokeball)
hold shift to cycle through legal balls randomly (default behavior goes
poke->color->poke)
want to randomize setting balls? use the ApplyBallLegalRandom method at
the end :)
can't really get too fancy as only one color is stored in the personal
data, pkm aren't one single color.
move encountertype datasource providing to core
fix rerolling EC not updating characteristic
remove some repeat logic calls
relocate geolocation name fetch to separate class, add tests to ensure
functionality, add languageID->country/region fetch method
hides pid & ec in pkmeditor, gamesync & securevalue in saveditor
easier to share screenshots/stream without leaking identifying
information
fix auto-centering of pkmeditor subwindows when a savefile is detected
on program load(tab_otmisc isn't initialized and reads an incorrect
width)
would reset the battle box sprites legality to not shown; also, the
prior fix for #2069 did not work for reloaded save files since
GetSlotFiller was called instead.
Yay sneaky smart solutions!
Instead of refilling the combobox when the legal move list changes, wait
until the full list is required then repopulate the individual combobox
can't even notice the lag besides the individual tab load. yess
cache a hashset to determine if the legally allowed moves are the same.
reuse cache in paint method
previously, was noticeable if you load the Moves tab then check
legality; the legality message was delayed by a couple hundred
milliseconds due to repopulating 4 comboboxes (Combobox.NativeAdd
hotspot triggered by RefreshItems, which happens when we set the
datasource). By skipping unnecessary repopulations, gui lag is lessened.
would be preferred if I can just reorder the list inside, but noo.
Don't unlock/lock the GlowBase bitmap repeatedly; store the bytes
separately for frame generating. Fixes any memory access exceptions
(unlock->unlock due to program lag).
Do more preprocessing of egg glow sprites for cleaner appearance (now
glow inside sprite)
extract glow method for easier reuse
Sprite creation uses slot>=0 for determining if it's in a box or not;
kinda should redo the logic but there's no upside to passing 0-6 to the
sprite generator for these.
Closes#2069 thanks @iiippppk !
max IVs use flawless method directly with 6 IVs specified
move color blend/stat calc to ImageUtil
move potential string to commonedits
expose color properties for pkmeditor
don't constantly create/dispose brushes for drawing legal moves
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
Rework box fetch in SaveFile to be a little more flexible, can now fetch
a single box
Hold control to... export all boxes :)
I wonder if there's a decorator that showdown skips when importing lines
that can help differentiate the boxes since there's the potential for
hundreds output (ie comments in a showdown set?) doubt it.
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.
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