Encode beldum's raid moves manually since it's the only one with empty moves (default -> learnset fetch). See pkNX for associated workarounds in pickle build.
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.
Fix Slot8b fallback ball not being Poké (was 0).
Swap eevee & none move sentinels; branch-if-zero easier for compiler.
Lift EV-any-above100 to be checked first; fetching personal and getting EXP is slower than checking 6 indexes in stack. Both branches would check. Most pokemon won't have EVs >100 as users flip through boxes in gen3/4.
Pokewalker: defer match if shiny
Jacq egg: recognize unhatched egg, traded
sv-pokedex-old: don't add rows for >1010 species (out of range)
static9: correctly flag scale mismatch
SAV4HGSS: expose pokegear #'s as span instead of alloc
Ignore slot match for Swarm3
Honey Tree only yield possible slots via TID/SID
Pick min level for EncounterTrade1
Set nickname for CXD Elekid trade
Set held item for Pt Giratina
Set egg location for Ranch gift hatched egg
Set hidden ability flag for N's Darmanitan
Set XY Vivillon form based on generated geolocation
Force evolve Trade species if encounter requires it
Correctly recognize pikachu-colored-pichu Gen4 gift PID type
Set hatched manaphy egg's met location & date
Gift1: use IVs if required
Gift2: Enforce 0 TimeOfDay
Egg9: Require Egg Location to match encounter
PGT: keep requested gender in the event of antishiny
PGT: never yield Korean Ranger Manaphy for Format4
Simplify ushort range checks
Rename `EReader` bool to `IsEReader`
Extract Gender/Nature fetch for unfixed encounters
Remove Unown PIDIV branch when template has no Unown
Remove unnecessary loop for Pokewalker PID creation
Allow nickname->species with span
add ConstantExpected annotations
Correct Gen8b ability set calling CommonEdits instead of direct setter
Slightly better perf on gen5/gen8+ location fetch
Misc pkm ctor fixes for b2w2 trade & wc3 eggs
wurmple evo now has an enum to be more explicit
no recursion for gen5 generator
fix showdown line length check allowing 86 instead of 80
Ensure GO IVs are respecting the min floor
Add some comments, reuse PersonalInfo reference instead of refetch
Fix Hoopa Unbound SlotWrite changing to 3
EncounterEgg now indicates FixedBall(Poke) for Gen2-5
EncounterSlot2 now indicates Form Random for Gen2 Unown, database
EncounterStatic3 now generates FRLG Gen2 Roamers with correct location
EncounterCriteria now used more heavily for requested IVs
EncounterPossible3 now correctly skips Eggs if eggs are not requested
EncounterGift3Colo now generates Japanese Bonus disk gifts only in Japanese, doesn't validate non-Japanese
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.