Closes#2787
The commit a couple days ago added the missing minimum level restrictions; community documentation was slightly misleading but we should be good now.
The PID check was nonfunctional (compared A==A or A==A*), rather than actually checking the fixed PID.
Co-Authored-By: feralfalcon <feralfalcon@users.noreply.github.com>
* 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
Now logic is reasonably split, and each format of area has its own way
of yielding slots
Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit
Move some string[] array fetch (for all languages) to Util
Not version specific; I'm assuming the 00020003 PID is a result of
hacking the save file to change OT gender. Legitimate saves haven't
yielded the Hardy PID. Changing gender probably results in a bad
pointer, fetching the wrong value.
Closes#2290
location ID was originally added by:
afde4514e2 (diff-83a32d69355a64376bc77bd07e338a33R446)
I
have another save file that uses met location 110 (like this one) so I
assume it was originally a copypaste error from Sudowoodo.
Change Trade strings to not allocate separate empty arrays.
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...?
Fix/add missing gameversion references (BU instead of BW,
pokewalker=HGSS)
increase reuse of pidgenerator & add more generating methods.
seems like it's generating pkm fine besides the PID edge cases, which is
nice
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one
bool? occupies 2 bytes; enum:byte is 1 byte.
should probably move validity checking logic into the IEncounterable
objects instead...
indicates met location for transferred mons
most gen1/2 encounters won't show values due to the location not being
stored respective to the string tables (anyone wanna do a location remap
after initial load?)
previously was only defined for gen1/2, why not all gens
can now query encounters in Core for encounters per generation via
reflection; can help group encounters for data vis or be faster than
getting individual gen numbers
using certain slot modifiers (swarm/game pak) causes different
arrangements of slots for different static/magnet pull groups to pull
from
store a list of permuted/different slots and add them to the table at
the end with the rest
move static/magnet pull marking into gen4 methods (only leave for gen3)
move trophy slot generation into gen4dppt area fetch (necessary for
static/magnet permuting)
fix electric off-by-one (yay for curse ??? type shifting everything)
move MarkEncounterTypeData back above the area size reduction so that
the mark-by-locationID special handling will work
prevent slottype from becoming overwritten if already defined by special
case handling
add examples provided to automated test cases
closes#1648