We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.
In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
Nintendo + ILCA = no nicknames allowed ;)
While we're here, streamline Gen4/5 evo pickles too -- trim out unused bytes, no longer need to scan for array length (perf). Adjust method IDs for gen4 so we can use the same code for gen4 & gen5.
Restores strict checks for stuff prior to May 30th that were removed via 36a696e446
Add sim cards for Gen9 HOME starters
Allow tracker-less transfer matching for WC8
Helpful for generating bots who can't assign a legitimate tracker for direct-in-Gen9 injects.
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)
ROM data has min:24, max:22 (24-22) instead of (22-24).
In-game test shows all Psyduck are level 22 (max), and 24 (min) is not considered since it is greater than the max.
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
* Update CHT translations of SV for PKHeX
Update Traditional Chinese translations of SV for PKHeX.
* Remove useless blank line
Remove useless blank line.
* Minor tweak for GUI translations
Minor tweak for GUI translations.
* Minor tweak for GUI translations
Minor tweak for GUI translations.
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>
Correct a linguistic error in CHT translation based on feedback.
Correct abilities error in CHT translation
Add missing CHT translation text for Pokémon type.
Add zh-HK README translation for README. It was wrote in Traditional Chinese Hong Kong style.
Add Traditional Chinese translation resource and make PKHeX support for tradition Chinese.
Didn't trust the existing manual transcribing, and both Bulbapedia and Serebii contain errors that don't match the original raw data. So, let's rip the raw data ourselves and use our own parse pickle (just raw bytes) instead of 162 manual entries.
For ripping logic, see: 203874da12
Partial match if language cannot access walker course
Re-do language override for EncounterStatic->pkm:
- Override gen1/2 event OT/language only if requested language is not possible
- Override walker OT/language if requested language is not possible (->japanese)
Closes#3594
This was implemented because Niantic messed up some GBL encounters in the past, but it was fixed quick enough for it to not matter for legality, so no encounters actually use this PogoType.
Also rename GBLDay => GBLD to match other PogoTypes for consistency across enum names.
* Rewrite ribbon verification
* Explicitly verifies all ribbons instead of chained iterators.
* Verifies using only the stack, using `struct` and `Span<T>`. No allocation on heap, or `IEnumerable` iterators.
* Verifies all egg ribbons using a separate method, explicitly implemented. No reflection overhead.
* Separates each ribbon interface to separate `static` classes. Easier to identify code needing change on new game update.
* Extracted logic for specific ribbons. Can easily revise complicated ribbon's acquisition rules.
* Simplifies GiveAll/RemoveAll legal ribbon mutations. No reflection overhead, and no allocation.
* Can be expanded in the future if we need to track conditions for ribbon acquisition (was Sinnoh Champ received in BDSP or Gen4?)
End result is a more performant implementation and easier to maintain & reuse logic.
* Added Gen2 italian items text
* Italian translation text_ItemsG2_it.txt
* Translated MessageStrings_it.txt and improved some other italian messages/strings for better comprehension.
* Some tweaks
* 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.
* Draft checks for encounter slot mastery
* Check encounter mastery flags
* Add moves for LA static encounters that don't follow learnset
* Add moves on crossover LA static encounters
* add alpha moveset population method
Now generates and applies moves as the game does
Updates some handling of other methods to use Span
* Show better message for bad mastery init flags
* Insert descending if candidates have same level
Level 78 Yanmega:
- [01] [10] Quick Attack
- [06] [15] Gust
- [11] [20] Silver Wind
- [18] [28] Hypnosis
- [25] [35] Air Slash
- [34] [45] Ancient Power
- [43] [54] Crunch
- [43] [54] Bug Buzz
Yields:
AlphaMove
Crunch*
Bug Buzz*
Ancient Power
* Descending order due to iteration
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
Change the data structure so that different locations are tied to the table, rather than separate usages of the table.
This de-bloats from 344KB->85KB and has less runtime memory consumption.