Invert check for crossover to disallow hidden (there are more symbol
tables). Galar Mine No. 2 has hidden fishing slots as well as curry.
HiddenMain3 SlotType was never used so it was removed.
Updates pkl to remove HiddenMain3.
* Add weather types by location
Creates a dictionary of possible weather types for each SWSH location.
Unlisted locations may only have Normal weather or do not have any
encounter slots.
* Prune unused weather from static encounters
Some encounters were too permissive with weather, e.g. Sandstorm in
Fields of Honor and Challenge Beach; Snowstorm at Dyna Tree Hill.
A few crossover areas that would have limited the possible weathers were
marked with a "(c)". An example is Nidorina from Giant's Bed crossing
to Frostpoint Field, where Raining and Thunderstorm do not occur.
This additionally organizes encounters by location.
* Move location-weather dictionary to EncounterArea8
* Verify weather marks on encounterslot/static encounters
* Adds some static encounters available through weather bleed
Weathers aren't normally available, but these static encounters are
close enough to the boundary that the weather in an adjacent area can be
used to spawn them.
- Frostpoint Field Snorlax with Raining/Thunderstorm from Giant's Bed
- Snowslide Slope Amaura with Raining/Thunderstorm from Giant's Bed
- Frigid Sea Carracosta with Intense_Sun from Three-Point Pass
- Frigid Sea Magmortar with Intense_Sun from Three-Point Pass
- Ballimere Lake Corviknight with Snowstorm from Giant's Bed
- Ballimere Lake Cryogonal with Snowstorm from Giant's Bed
- Ballimere Lake Tyrunt with all weather from Giant's Bed
- Lakeside Cave Ferrothorn with all weather from Ballimere Lake
- Tunnel to the Top Golbat with all weather from Path to the Peak
* Defer weather marks if incompatible, enforce encounterslot weather
This uses the area weather to check fishing slots and tentatively adds
some tables for weather bleed encounterslots.
* Warm-Up Tunnel gets weather bleed from Training Lowlands
* Update for base PKHeX
* Handle weather bleed for SWSH encounter slots
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
* Minor clean
Having duplicate weather marks is illegal, so just auto-partial match them instead of checking the other marks.
* Rearrange slot weather check logic
* Claim reserved byte in SWSH pkl
* No need for two variable names now
* Valid weather marks on tree/fishing should return with main weather
* Fix tree/fishing deferral and add another surf slot weather bleed
* Disallow tree/fishing encounters from using bleed tables
None are currently known at this time, and only hidden grass encounters
have a weather bleed table
* Condense bleed expression, combine tree/fish flag check
* Move weather-bleed check into EncounterArea8
Makes the dictionaries private instead of internal.
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
* Edit: The Spanish texts in the Resources folder have been updated.
* Edit: The translation of some files was updated and new translations into Spanish were made.
Farewell secret base descriptions. Not like the localized names would be too useful, but git history can keep em around if we ever need to reference them again (pls no)
Farfetch’d uses the non-vertical apostrophe, still.
Showdown is consistent with their usage (in/outputting ’), but we'll keep the '->’ for that sanitization just in case other services/users enter the wrong char.
Closes#3185
Mostly because of Gen3 save editing bugfixes, forcing a new version.
Last version added the PID checks for Gen8; this one adds move ordering checks for eggs. More fun :)