USUM had 20 for both, but XY/AO/SM had only 1 (vivillon had 20); make
them consistent so that our generated evolution paths behave correctly
Add meowstic specific evolution form modifier... so silly
simpler to have it inlined with the sSpecies, for jit optimization
could probably do this with silvally but meh, things work fine now
Closes#2603
- Use tail recursion and a lookup table (species | form) for reversing
- generate the reversal lookup by extrapolating all species-form
destination values (EvolutionLink)
All tests pass, and no special handling for forms is required. Kinda
suspicious that it works this simply...
Redo evolution banning (no wormhole for non-Alolan evolutions in SM), in
a style that we can ban the Gigantamax event evolutions
(pika/meowth/eevee). Their evolutions can't be resulted from a pre-evo,
because the in-game routine early aborts if the gigantamax flag is set
for those species.
Update gen4 personal tables (formCount was 0, needs to be a minimum of 1
by default)
Closes#2537
* 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
Certain Mark values (ribbon) are only obtainable if the encounter was
obtained in some weather (I really hope there's no crossover cases for
this), and non-symbol encounters can't wander to another zone.
I wonder if you can wander from one zone with one exclusive weather, to
another zone, and get an 'unobtainable' mark (with the new zone's
weather) on the crossover mon's weather. yikes lmao
Introducing Sword/Shield support!
Legality is still a work in progress, and documentation of encounters
and game features with respect to save data is ready for community
effort!
-Kurt
* 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
* corrections and styling
* FR/LG: some more story/item related variables
* FR/LG: More HMs and Oak's Aide's items
* FR/LG: League beaten flag fairly confirmed
* FR/LG: variables
* FR/LG/E: Altering Cave variable
* FR/LG: Pokemon Tower related variables
* FR/LG: Pokedex/Oak/Rival (part 1) related variables
* FR/LG: more story related variables
* FR/LG: Event flags for eventually reaching event-only places
(required to enable processing of the appropriate items; officially set by DLC scripts)
* FR/LG: Badge names and Running Shoes