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
* Gen 4 French Egg Fix
Mauvais œuf, je le réparerai. Bon appétit!
Fixes Gen 4 edge case reported by Taya on Discord.
* Tweak flow to handle gen2
Add a comment to indicate why this special handling is required
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>
quite an old method we have here; used to just maintain both low bits from u16. Need to handle things differently for g34/g5.
Rearrange some variable init for slightly better perf, and clean up parameter names
https://projectpokemon.org/home/forums/topic/55750-pkhex-square-shiny/
All logic in PokeCrypto is separate from the rest of the PKHeX.Core
library; makes it easy to just rip this portion out and reuse in other
projects without needing the entirety of PKHeX.Core logic
optimize out the CheckEncrypted to the actual path, separate methods.
Only usages of this method were with hardcoded Format values, so no
impact
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
* update forme to showdown strings
Galarian is represented as Galar on PS!
Polteageist has no form atall
galarian now called Galar by default to match with Alola as a forme. changed darmanitan forme-strings in form converter. Added sinistea to the forme ignore list when converting to showdown
Nothing for the PKM Editor; not sure how I want to handle the reused
FormDuration work value.
For the meantime, just use the Batch Editor for a targeted write.
Closes#2441
Gen3 item paste -> Gen3 item import => take item ID as is
once parsing moves starts, break if any following lines are not move
lines
Closes#2412 , thanks @The-Fireplace !
* 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