Commit graph

17 commits

Author SHA1 Message Date
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Matt
c4602b47f9 Use 68x56 sprites for LGPE (#2555)
Adds LGPE sprites for those not found in SWSH, and causes LGPE picturebox generation to use the 68x56 sized sprites instead of 40x30.
2019-12-02 16:08:48 -08:00
Matt
21c04ba7b0 G8 assets (#2550)
* Minor fixes
Fix Sinistea/Polteageist Form names (as per Strategy Guide)
Add Eternamax menu sprite

* Update Ribbons/Type Icons to SWSH-style
2019-12-01 11:15:58 -08:00
Matt
7b7a161ac9 Minor fixes (#2547)
Fix Sinistea/Polteageist Form names (as per Strategy Guide)
Add Eternamax menu sprite
2019-11-30 13:19:22 -08:00
Kurt
e8f5ac8a00 Minor clean 2019-11-25 22:51:07 -08:00
Kurt
5435a5d93e Minor updates
Fix mark (ribbon) read for index > 64
Heal party stats on set detail import
Wipe HT Language for eggs/untraded
Extract BST total color logic
2019-11-25 17:32:10 -08:00
Kurt
462aea8c8c Update some square calls to use format
#2522
just wanna be explicit no usages if it's not gen8+
2019-11-25 09:31:41 -08:00
Archit Date
a05bed8f18 updated shiny indicator for xor0 (#2522) 2019-11-25 09:27:42 -08:00
Kurt
8f62bf60f2 Move egg sprite layer to bottom right side
Matches past gen style
2019-11-16 12:35:49 -08:00
Kurt
4630bb83c8 Fix using wrong sprite size on gen7 saves 2019-11-15 18:58:46 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Ethan Dye
0551cec6eb Optimize all png images in PKHeX.Drawing (#2402) 2019-10-18 18:21:28 -07:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases

Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization

* Handle bits more obviously without null

* Make SaveFile.BAK explicitly readonly again

* merge constructor methods to have readonly fields

* Inline some properties

* More nullable handling

* Rearrange box actions

define straightforward classes to not have any null properties

* Make extrabyte reference array immutable

* Move tooltip creation to designer

* Rearrange some logic to reduce nesting

* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum

* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case

* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable

* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator

* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever

* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)

* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-16 18:47:31 -07:00
Kurt
72aee7540d Enable nullable for drawing project
Found one NRE: daycare slot graying
Found one missing reference: GO icon (due to netcore3 refactor)
2019-10-07 19:10:38 -07:00
Kurt
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
ffe3a4ba15 Relocate resource naming for sprite fetch to draw 2019-10-03 18:23:40 -07:00
Kurt
94baab1c45
Split off image generation to separate project (#2395)
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.

Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
2019-09-29 09:47:06 -07:00