one large list at static.rodata:005E6860, formatted to look like AO
table with deletions & insertions at the bottom.
bitflags are used in one large set (not 4 chunks of 4 like prior).
haunter caught at level 20, transferred at 24, leveled once as gengar
did not allow gengar in the chain as it is assumed (incorrectly) that
gengar is evolved after transfer.
determine if the lower levels of the next step's evolution rung are
valid, using the same logic as pikachu case but to handle the other side
Closes#1564
(should probably refactor the encounter chain generator to use the base
encounter data if known, but oh well works fine and isn't a cpu hog)
more usum prep
don't allocate empty array on every savefile creation (use linq All
comparison)
add percent seen/caught savefile properties for data analysis purposes
fetch is exclusively done with version already known; there are cases
where version can change for eggs so it's safer this way.
version change reference (gen6+):
212a489335
a level 15/16 magmar has leer/smog twice in its learnset (at level 1 and
at actual levels); returning just the 4 previous learned moves at level
15/16 yields duplicates for Smog. [Smog, Leer, Fire Punch, Smog | Leer,
Ember]. By ignoring moves already added, the true movepool is acquired
also fix TradebackType getting overwritten at the end of the method (in
case of nontradeback like korean/egg)
Restriction happens because Korean can not trade with non-Korean GB era games
- There is no Korean release for gen 1 pokemon, included VC
- With no gen1 pokemon means any Korean gen2 is Gen2_NotTradeback, that means no gen1 origin nor moves are Legal
- Crystal was never released in Korean
- Pokemon Stadium 2 was never released in Korean, that means no move reminder for gen 2 korean pokemon
- Generation 4 can not trade between Korean and not Korean games, but Korean games can use the palpark with any language
Chinese language restrictions
There is no Chinese release for gen 1 and 2 pokemon games, VC Chinese games are in Japanese
* allow gen2 to have evolutions on gen1 when transferred to gen7
(Core.cs)
* handle korean strings on transfer slightly better (pk2.cs)
* auto-set johto location when changing game ID
* auto-detect VC saves (all have extensions with .dat)
Closes#1478 , thanks @NinFanBoyFTW !
Checks for max language ID on transferred pkm (gen5 pkm on gen7 can't
have CHS/CHT etc)
handles edge case for JPN B/W ingame trades
update pk5->pk6 transfer logic to bump langID 0 to 1.
Thanks HaxAras & Britty for providing samples!
WordFilter checking is enabled by default, and is absolutely slow (regex
checking 3,800 patterns for 3 different strings). Utilize a dictionary
to store previously computed values. Seems to alleviate the massive
slow-down.
Closes#1442
Copied binaries from sm, references set up for saving time later
I assume not much will change in terms of structures, so it should just
be a file replacement & filling in static encounter table => 'working'
legality checks
Allows evolution met level check to be skipped
Adds minimum level constraint for evolution chain generating
Closes#1430
also adds deferral to the gen3 encounter generator as encounterstatic
gifts can collide with wild encounters when transferred
personalinfo setup wasn't populating info for form indexes
remove erroneous pid-type mismatch message on gen3/4 non-matching if
there are no deferred encounters
Noticed the egg moves were concatted between games; can only have egg
moves from the origin game
Same for levelup moves in the relearn list; example being Plusle with
Charm (was added to egg moves / learnset in OR/AS for parity with minun
this is such a remote edge case, but may pop up in usum for a different
species ( ͡° ͜ʖ ͡°)
Add some documentation for the high-level encounter finding
Fix encounterstatics not being filtered for the associated game version
(closes#1372)
was a side effect of refactoring this week
Shaymin case reported, deoxys defense at level 100 with zap cannon was
not recognized as legal.
Closes#1355 via provided fix
Closes#1367, did not address Deoxys case
shifts encounter data from Legal's split tables to individual files for
easier maintenance and initialization. Legal Core's init is so much
simpler now.
fix resource name typo
Not allow cutecharm pid iv method for swarm pokemon
Fix loading time encounter for generation 2 and mark crystal location slots in any gen 2 tables
Typos in tree areas comments
* Added location to encounter slot to make verification againts the location of the encounter when the pokemon has lost met location, like generation 2 heabutt tree, jhoto surfing in route 45 and in the future generation 4 munchlax tree
Added version to generation 1 and 2 encounter locations to filter by catch rate based of the version of the encounter and check initial moves of the encounter only for the game that match the encounter
Filter generation 2 pokemon for crystal who have met location based of the time of day when it was captured
Completed version to static and traded encounters for gen 1 pokemon, to avoid check a red encounter with yellow initial moves, if an encounter is possible in both games with diferent moves it is duplicated (like eevee), if it is possible in both games with the same moves is left as RBY, the encounter will only use red/blue moveset
Verify some invalid gen 2 encounters. Crystall heabutt encounters based on the TID, using the tree selection algorithm of the game to determine if the encounter is possible for the TID (implemented base on https://bulbapedia.bulbagarden.net/wiki/Headbutt_tree#Mechanics). Coordinates of Crystal trees obtained with the programa G2Map
Added checks for fishing encounters for unreacheable water tiles in gen 2, route 14, national park and the beta safari zone.
* Fix gen 1 static encounters and trade encounters filter by version
* Missing strings
Switch encounter slot generator to yield style to not require the entire
method to finish iterating
Although the pressure slot may be best-matching, it isn't the typical
match. Defer pressure slot clone to the end (defers the orderby
calculation)
There's probably a better way to do the pre-work (gen 5+ only operate
off one encounterarea... usually. Past Gens end up repeating the same
work for each area tested
slot matching runs slightly faster now due to the deferred execution