extract final pkm manipulation logic from pkm editor
add xmldoc to boxmanipulator, add utility class for enum->manip fetching
fix xmldoc referencing removed enum member
relocate boxmanip overview logic to utility class
move SAVPaths file pointer to Main for reuse #2109 , will add to
autodetect in a later commit
open/save dialog with extra extensions: ignore ones already present
click ball sprite/label to cycle through legal balls
hold alt to use old behavior (set to pokeball)
hold shift to cycle through legal balls randomly (default behavior goes
poke->color->poke)
want to randomize setting balls? use the ApplyBallLegalRandom method at
the end :)
can't really get too fancy as only one color is stored in the personal
data, pkm aren't one single color.
move encountertype datasource providing to core
fix rerolling EC not updating characteristic
remove some repeat logic calls
relocate geolocation name fetch to separate class, add tests to ensure
functionality, add languageID->country/region fetch method
hides pid & ec in pkmeditor, gamesync & securevalue in saveditor
easier to share screenshots/stream without leaking identifying
information
fix auto-centering of pkmeditor subwindows when a savefile is detected
on program load(tab_otmisc isn't initialized and reads an incorrect
width)
Yay sneaky smart solutions!
Instead of refilling the combobox when the legal move list changes, wait
until the full list is required then repopulate the individual combobox
can't even notice the lag besides the individual tab load. yess
cache a hashset to determine if the legally allowed moves are the same.
reuse cache in paint method
previously, was noticeable if you load the Moves tab then check
legality; the legality message was delayed by a couple hundred
milliseconds due to repopulating 4 comboboxes (Combobox.NativeAdd
hotspot triggered by RefreshItems, which happens when we set the
datasource). By skipping unnecessary repopulations, gui lag is lessened.
would be preferred if I can just reorder the list inside, but noo.
max IVs use flawless method directly with 6 IVs specified
move color blend/stat calc to ImageUtil
move potential string to commonedits
expose color properties for pkmeditor
don't constantly create/dispose brushes for drawing legal moves
reduce pk3/ck3/xk3 logic, share AbilityBit property within _K3, and when
loading, type check (favored over hardcoding individual load cases)
pull some non-gui code from PKMEditor to core/etc for general data
fetching
update handling that checked for this case to instead check for
equivalence to ability1 instead of 0
was generating a PGF with ability[1] = 0, which is not correct. Just fix
the binaries to behave and get rid of all the workarounds since future
tables don't have missing values.
Move TID/SID load to after version set (special handling for pk1/pk2
which don't store version, just call manually).
Update TID/SID on every gameversion change anyway
Rename LoadOTID to LoadOT since it does not deal with ID.
Closes#1962
Is there a reason for having GSC newTrack as USUM? This causes `origintrack = newTrack;` not to happen and thus controls don't switch from G2->G7 correctly.
reference PKHeX.Core, main window loads assemblies & initializes
providing an ISaveProvider and the menustrip control (to insert controls
into)
pretty rough but should allow for inserting external control buttons &
allowing it to edit the UI a little
example: https://github.com/kwsch/PKHeXPluginExample
feedback is appreciated
Closes#1933
if not allowed to be genderless, flag as invalid gender
only permit valid genders after genderless is ruled out
(both done by checking the low bit)