Adjust EggItemShift to account for using the big Egg sprite
Add Marowak to non-transferrable Totems (none of the USUM Totems can be transferred to SWSH)
* Misc big sprite fixes/additions
Add big Manaphy Egg sprite, do some renaming to fix Cosplay Pikachu, and fix Egg overlay (no more floating Egg in the top-left!)
* Show Cosplay sprite regardless of Gender
Also update with latest pokesprite changes for Pikachu, Castform, Minior, and Marshadow. 40x30 sprites unchanged since they'll be gone eventually.
Many thanks to @msikma for the provided sprite work!
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>
Strange Souvenir and Room Service would get cut off since they're tall.
Also remove Adventure Guide from resources, and add Discount Coupon to Gen 7 unreleased items.
Add small Female Hippopotas/Hippowdon sprites (Closes#2789)
Add Pt Togepi Gift Egg Event Constant (Closes#2801)
Remove Pokémon Den from Egg Locations (Closes#2804)
Fix Shiny Dhelmise sprite (as per 3774e0dd34)
Dynamically size the window based on contents, size and position layers
according to inputs rather than hardcoded values
enforce minimum width for pk1/2 (EVs are 5characters each, at most)
* 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