* Fix broken hidden power power calculation
* Fix broken Gen 2 Hidden Power calculation
* Add parentheses
* WIP UI
* Finalize UI, only show on gens 1-5
* Inline some logic to reduce allocations
* Add unit tests for both hidden power calculation cases
Co-authored-by: Kurt <kaphotics@gmail.com>
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Cuts out about half the size; there's still a bunch of apply-value logic but it's not really big enough for a separate class.
Rename BallRandomizer->BallApplicator
Didn't enable it; there's some side effects from properties that used to be null in PKHeX.Core
there's probably more, but just handling a few.
Closes#2642
Closes#2569
hax form change update trigger from validated->textchanged
might be a little annoying to see the layout/order change, but it should
be better as stuff is now visually chunked.
Hold alt when hitting activate all to dump instead
I've seen DenType=5 Event=2 for at least one raid so far... not sure if
the event/rare properties are accurate.
Closes#2569
-2 combobox width
-15 flowlayoutpanel width (two of them)
I assume this works. Please let me know! The width was capped out on my
machine; the different scaled users might be off by a pixel (too big),
which makes it appear invisible because it can't render it in the
too-small space
320 is max hp (31IV 252EV), is this just -60 from max HP (threshold to
evolve at?)
might need some more research to see what is going on with this
only trycatch in release builds; was confused until I stepped thru and
saw the crash
For those who are annoyed that ShowdownSet does not import to Nature,
sure, you can do that with just one click now
(it's not overwritten automatically, just in case the event the
encounter is fixed nature)
Closes#2486
redirect to a common method in the event that setting to the clipboard
fails; the handling is now the same for all usages (trycatched and a
shared error message).
was redirecting to party; party was removed
all that remains in the slot list the SAVEditor manages is the two
daycare slots.
Maybe it'll be better to have a popup form in the future, that way
multiple daycares can be shown as appropriate.
Closes#2433
* 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