With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
Move enum -> ushort instead of int
Redo handling of HOME Volt Tackle (disallow on SWSH Cap Pikachu)
Pass spans instead of strings to use span methods
Reset encounter filters on early abort
Click affix ribbon via cosmetic tab to open Ribbons (same as Ribbons Button). None affixed, but ribbons/marked available, will show an empty square.
Click possessed ribbon to affix.
Pipes the Showdown Set description or object detail dump into the accessible property. When the control Enter event is fired, send an Automation notification so that the Narrator narrates what was just tabbed to.
Closes#3758
- Allow paradox species to receive master rank ribbon
- Resize & center IV/AV rand button (localizations
were too wide for AVs)
- Highlight blue the most recently toggled Ribbon
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.
Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.
Adds functionality for Batch Editor commands to `>`, `<` and <=/>=
TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.
Main window has a new layout to account for DPI scaling (8 point grid)
Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes#3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes#3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes#3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes#3691)
Added: Properties for ribbon/mark count (closes#3659)
Fixed: Traded SV eggs are now checked correctly (closes#3692)
Adds support for Scarlet & Violet.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Fix RibbonVerifier4 not checking gen4 contest ribbons correctly
Split IRibbonCommon6 to have memory ribbons separate, as they are not implemented in mystery gifts. Also, we can add the boolean flags to the interface, and check that the boolean is set if count is nonzero.
Fix adding ribbons to Gen8 gift templates
Improve Gen8 template ribbon fetch (no closure, faster IndexOf)
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
Handle all warnings
obviously the usage of null! could potentially be avoided if the object init wasn't such garbage, but here we are with years of old junk and lack of abstraction in the GUI project
* 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
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.
move distinct filter to reflectutil as it is spitting out
inherited(overriden) property names after the current class' property
name.
remove original (default) memory strings; had removed Items.Clear()
earlier (why would I need to clear if there was nothing there?) but
there was something there needing to be cleared. Remove the useless
initialization to fix that :)
Thanks Davil!
https://projectpokemon.org/home/forums/topic/45321-distsupertrain/
previous hurdle a year ago was propertyinfo fetching not looking at the
base class's properties; dig deeper for all properties to mimic existing
code for netframework
end result is batch editing now possible without gui
multilang support now possible, other language translation files added
from existing form translation file
feel free to submit a pull request to change anything for your native
language :)
Closes#1250
not gonna add the alt sprites/names for pk3's
pkm editor, sav editor, menus, and a manager to glue the storage slots
together
decouples the pkm/sav editors from a static savefile reference.
improves dragdrop/click view/set/delete indication, hides unavailable
contextmenuitems, and fixes a few incorrect references. Box Subviewer
slots now have all the indication/events that the main save editor slots
have.
pls report behavior bugs 👍