convert all dictionaries to char-byte instead of string (saves 50KB on
compressed dll, lul)
update OT string comparison for pre/post transfer specimens
Showing "TRAINER" for all languages isn't correct, just show a mapped
character
Closes#2049 , thanks @egzonqj & @WEERSOQUEER !
Closes#20454ac92b9418
had added it; assuming to undo lvl-1 => lvl for gen3/4.
Level Up, Learn Nincada Move, Evolve to Ninjask & spawn Shedinja, then
learn any Ninjask Moves. Gen3 reverses the spawn&learnNinjask steps,
which is handled separately
Thanks @XxPhoenix1996xX !
tfw they store full egg data there too -- show that in the sidebar
Tested on C & GS (english), assumedly works fine for other languages
(based on the disassembly?)
according to the disassembly it all makes more sense; a small block and
a large block are stored in RAM
util calc helps convert between contiguous section offset to a chunked
offset
eg: emerald daycare starts at large 0x3030, which converts to
chunk4@0x1B0
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
Yeah forgot that extremely bad RNG rolls (0,0,0,0,0) leaves 510
remaining, and the last EV can't have that much
rework loop to be simpler & quicker by checking the last IV for validity
only
(don't bother keeping it unrolled
all usages besides fetching a 32bit random value should use rand.next
remove unnecessary do-while loop for calculating random EVs (always
returns 510 in total)
Closes#2040 , adds test cases:
invalid bulbasaur.wc3: hidden ability
invalid charmander.pcd: hidden ability
valid camerupt: gen3->4 unevolved mismatch
valid leafeon: pcd mismatch -> evolved now matching
should be much easier to maintain; methods are reused with less overall
nesting
reduce nesting (evo.RequiresLevelUp is checked twice, only check once
and handle path)
compact some methods
seal some classes
add a little xmldoc to exposed members
Encounter used to be used to determine if the original encounter was
valid; we now store the encounter object and checking is fast enough --
we don't really care to short-circuit individual verification steps
anymore.