Closes#2343 ty @WEERSOQUEER !
#2338 was referenced by
4d08e21126
, that commit was incorrect. Looks like these 2 have OT Gender female.
Instead of marking every trade MALE except for these two, just update
the handling (i'll probably regret this lol)
Check the OT length for the deferral
other encounters are more permissive than trades, hence why we defer
unless we know for certain. Same OTs are possible, except for the
too-long ones!
Closes#2338 , thanks @WEERSOQUEER !
remove unnecessary %25 check (only applicable for gen4 encounters),
unneeded for gen5 method.
add a test case to generate a haxorus for all natures, verify shininess
Closes#2336
Pass them as Legal for wild encounters similar to M1/M2/M4.
Add test cases & test pkm validation
Add pid generator support
I decided against checking these PIDIVs after all others; inlined
methods.
Closes#2328 , thanks @pokecal !
transfer level exp and current exp not being different enough, which
limits the amount of natures possible. Could handle the 100&<=2 cases
the same way, but keep the branches for faster cases.
fix bad test cases
relocate program language enum
test that test case is proper
move getcompatible & gettemplate to core
remove catch rate changing for pk1 (catchrate editor now used instead)
* Rewrite tests with XUnit and .Net Core
* Add better "because" message
* Skipping test that was not ready & convert the fact to a theory
* Tweak casing
* Convert select date tests to theories
* Make the GetStringList load lock safer
Update comments / xmldoc
Add a savefile storage compressor (ie array[] with empty interstitials
-> list); return true if the compression moved anything (repopulate
views), and the count of occupied slots in the list.
Add saveblock base class; I haven't really liked how SAV6/7 do all the
logic; I'll still expose properties that will then point to a saveblock.
Cuts down clutter.
Add template Dex manipulator, with gen6/7 implementations
Speculate sequential gp/ge gameversion IDs
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.
Repoint all test methods to use the new obj methods
Now gets count=2 tests working
yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid
};
used to be ctr + 6, needs to alternate even-odd
all 2 lock cases pass, but didn't make lock3's pass. Something else is
still amiss :)
break out some classes for the solidified lock objects
commented out test calls = not working
will have to debug in more detail later; the first lock is always
working at least.
data sourced from
https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not
sure if it's perfect.
can't cleanly condense deviating team appearances as double-shadow leads
can't be selectively encountered. didn't feel like modding lockfinder's
recursive algo to be smarter.