showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
remove linq for characteristic calc (get max IV) and others
remove some reliance on new[] for iv/ev
pk5 replace bitmagic with property get->set copy for cleanliness
expand string array check to cast and check against length; batch editor
Nature>=25 causes problems in hover tooltips. Previous commit fixed for
pb7 stat calcs for invalid natures, pretty sure the actual game is
exploitable for stat calcs and invalid natures (bad access), but isn't
exploitable as it's only used to retrieve an enum to switch against.
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot
locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes
can eventually show more specific sprite layers to denote party
indexes/team#/starter
Starter Pikachu & Eevee have different growth rates than their base
forms (seriously WHY?)
remove old api surface in PKX as a breaking change as adding the
parameter is necessary.
More languages than Italian have a rule-breaking name. Rework checks a
bit
Flag eggs more accurately
Update force hatch to move Link Trade met location to Egg Location
fix Ho-oh -> Ho-Oh text strings (correctness is key!)
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.
use shared class for pk1/2 setnotnicknamed
fix extendedeurope values (copypaste from extendedAmericas)
move ball out of verifiers, move nature/movetype with ball
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