Thanks @ShadowMario3 for doing the raw data entry for these templates -- see PKHeX.EncounterSlotDumper for the csv -> pkl conversion logic.
Reduces object size by classifying groups of events with specific features, and reduces the explicitness of defining each single encounter.
Hard-code the span of Gen1 VC mew to not need to grab the resource, and add an overload to iterate a single template (skips an array creation).
Co-Authored-By: ShadowMario3 <36941677+ShadowMario3@users.noreply.github.com>
* Check nicknames/OTs against characters in font
* Update translations
* Do not show warning for Gen4 and earlier
* Use Gen5/7 font for Gen 3-4/1-2 transfers
* Minor style pref
* Remove font legality checks
* Add missing/update Switch fonts
* SaveBlock Constructor Changes
- Add primary constructor for SaveBlock with default offset
- Update SaveBlock subclasses to specify offset in contructor rather than as the constructor body
* Fix MyItem Subclasses Using SaveFile Rather Than Specific Classes
- Improve Epoch 1900 classes using similar logic from PlayTime7b.
- Move Time Classes into non Gen specific folder since it appears the logic is shared across a few of them.
- Use Epoch1900DateTimeValue for LastSaved in PlayTime7b since the logic is the same.
- Remove TeamIndexes9 since it is a duplicate of TeamIndexes9. Use the similar pattern like Box8 where it is reused in multiple locations.
- Add BlueberryClubRoom9 to ISaveBlock9Main since it wasn't added when the class was introduced.
- Simplify RaidSevenStar9 creation since GetBlockSafe does basically what the if-else block does.
- Change SAV8SWSH Base Raid to RaidGalar to match the same way the SAV9SV does for its Base Raid.
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD.
Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
Taking too many seconds to beat the storyline -> overflow on ticks. Since we already shave off the days portion, use the modulo to remove the day portion from the time portion.
Closes#4184
Solution known for over a decade, finally reminded myself that it'd be nice to have this available. Probably will use this for displaying Method J/K/H frame info when that branch is more mature.
Just pipe everything to the complicated EC pathway and allow it to select for biases. Swap input preferences to retain a proper EC for dudun/maus.
Closes#4179
Gen 5 Misc Edits
- Fix duplicate unlock all musical props button caused by me
Gen 9 Trainer Editor
- Move Gender next to Trainer Name
- Group Blueberry Quests on Blueberry Tab
- Move Indigo Disk related unlock buttons to Blueberry Tab
- Disable Unlock All Buttons after operations