replace linq for Encrypt/Decrypt pkmdata fetch with faster length check
& optional resize (Span pls!?)
update pk6 comment for why affection is not cleared
hide setters for LegalInfo outside assembly (shouldn't overwrite the
stored values)
update GenNumber to Gen* if appropriate; GenNumber checks for first Gen*
to match, is a little more explicit and quicker than calling twice when
checking a range
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values
reducing allocations, increasing clarity by removing some magic numbers
probably can rewrite some of the evo loading/checking for even less, but
good for now.
rearrange pkm version groups for clear break between
twins/siblings/family
clear pokelist for sav7b on non-exportable saves (prevents b1s1 from
showing markings)
rename horohoro (pgo) to non romaji lol, hide daycare/party tabs on
nonexportable save
remove some unnecessary operations
rewrite getallcontrolsoftype to remove ToList() and make generic
remove linq for characteristic calc (get max IV) and others
remove some reliance on new[] for iv/ev
pk5 replace bitmagic with property get->set copy for cleanliness
Make extrabytes a pkm property (don't mutate array pls)
reconfigure startup loading to only initialize after initial load of sav
& pkm (using blanks if not provided)
Starter Pikachu & Eevee have different growth rates than their base
forms (seriously WHY?)
remove old api surface in PKX as a breaking change as adding the
parameter is necessary.
More languages than Italian have a rule-breaking name. Rework checks a
bit
Flag eggs more accurately
Update force hatch to move Link Trade met location to Egg Location
fix Ho-oh -> Ho-Oh text strings (correctness is key!)
all usages besides fetching a 32bit random value should use rand.next
remove unnecessary do-while loop for calculating random EVs (always
returns 510 in total)
easy modification which isn't 'random' resulting in a slightly higher
chance of retaining the current gender if possible. threshold values can
change genders (1f:7m), but is slicker overall
Add safari min flawless IVs to reroll (can expand if #2025 is required
for egg group15)
Use EV/IVTotal (faster, not linq array based)
Fix missing pumpkaboo form regression, Closes#2026
Relocate swapbits to appropriate class, unneeded in PKM.cs
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.
amount of pkm obj classes is pretty high, move the static utility
classes to another folder
breaks usage of pkm.ShowdownText; removes a dependency from PKM.
previous hurdle a year ago was propertyinfo fetching not looking at the
base class's properties; dig deeper for all properties to mimic existing
code for netframework
end result is batch editing now possible without gui
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)
Store 4g giratina held item for enc->pkm legality
revise usages of GetSaneGender
Rearrange some logic
Better handle impossible version encounters (gen4)
gen 1-5 done, stuck on 659 - bunnelby egg...?
Closes#1912 , genderless ~= fixed gender I guess; shouldn't get these
gender-errors unless it's manually tampered data/ShowdownSet
remove unnecessary code in:
* PKMEditor (>=255 is already covered by == 255 and the fact that gt is
always <= 255)
* VerifyGender (3 <= x <= 5) check is already early-returned via
PIDGender check above
Update IsGenderValid knowing that VC mons have a gennumber <= 2
WinForms->Core logic absorbing (CommonEdits)
loading ShowdownSet now applies properties to PKM instead of PKMEditor
Contest/IVs for Static/Trades are no longer set by default (less object
allocations), and are now checked by the encounter generator
extract common nature amp logic
generic ienumerable copyto which now returns count of elements copied
(maybe useful later). prior usages never tried to copy an enumerable
larger than the dest array (now length checked).
reflection (now only used for backwards conversion) will use destination
order instead of source order so that the destination can order itself
for quirks
redo method call (probably breaks someone if they update, maybe pk2pk)
standard generation 3 pkm content & interactions
generic inter-converter (more efficient than reflection)
update conversion methods; specific format conversion is now in the
object's src file now.
may be worth doing for gen4 pk4<->bk4
fix roamer3 not setting IVs
fix usum z items rightmost pixel getting chopped off
use Gen* instead of GenNumber for specific cases (faster)
add WasGiftEgg location case for Gen7
remove some unnecessary array allocations
natures (>25) are invalid and causes IndexOutOfRangeException due to
being greater than the length of the array.
sanity check array length and amped stat prior to applying amplification
Closes#1515
Resolves charmap duplications in the chinese char tables:
多边兽Z (Porygon-Z)
属性:空 (Type Null)
谜拟Q (Mimikyu)
卡璞・鸣鸣 (Tapu-Koko)
Games cannot have a nickname/OT in chinese as of current date... I
assume this will be fixed down the road
expose some useful IEnumerable methods (sorting / bin->pkm / copy) to
simplify some common operations
change some explicit arrays to IList for flexibility
remove old memecrypto bool (no longer necessary as XP is not supported)
rename some methods for more clarity
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
I think egg hatch location checking is wrong for traded eggs (see gen3
vs future games, origin game shouldn't change but could hatch ORAS egg
on XY at XY location?)
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!
Valid species/movepools are already determined via the dexlevel and
prior methods, no need to check again with current species.
edge case: sing froslass from CXD won't check gen3 moves (ie, sing)
Returned messages are slightly misleading since missing/invalid are
mixed together with the static method.
#1250
~322 lines to check ribbons, on top of the interface abstraction... so
much required... kinda understandable as there's over 100 ribbons to
check.