namespace PKHeX.Core { /// /// class with values from Generation 1 games. /// public sealed class PersonalInfoG1 : PersonalInfo { public const int SIZE = 0x1C; public PersonalInfoG1(byte[] data) { if (data.Length != SIZE) return; Data = data; TMHM = GetBits(Data, 0x14, 0x8); } public override byte[] Write() { SetBits(TMHM).CopyTo(Data, 0x14); return Data; } public int DEX_ID { get => Data[0x00]; set => Data[0x00] = (byte)value; } public override int HP { get => Data[0x01]; set => Data[0x01] = (byte)value; } public override int ATK { get => Data[0x02]; set => Data[0x02] = (byte)value; } public override int DEF { get => Data[0x03]; set => Data[0x03] = (byte)value; } public override int SPE { get => Data[0x04]; set => Data[0x04] = (byte)value; } public int SPC { get => Data[0x05]; set => Data[0x05] = (byte)value; } public override int SPA { get => SPC; set => SPC = value; } public override int SPD { get => SPC; set => SPC = value; } public override int Type1 { get => Data[0x06]; set => Data[0x06] = (byte)value; } public override int Type2 { get => Data[0x07]; set => Data[0x07] = (byte)value; } public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; } public override int BaseEXP { get => Data[0x09]; set => Data[0x09] = (byte)value; } public int Move1 { get => Data[0x0F]; set => Data[0x0F] = (byte)value; } public int Move2 { get => Data[0x10]; set => Data[0x10] = (byte)value; } public int Move3 { get => Data[0x11]; set => Data[0x11] = (byte)value; } public int Move4 { get => Data[0x12]; set => Data[0x12] = (byte)value; } public override int EXPGrowth { get => Data[0x13]; set => Data[0x13] = (byte)value; } // EV Yields are just aliases for base stats in Gen I public override int EV_HP { get => HP; set { } } public override int EV_ATK { get => ATK; set { } } public override int EV_DEF { get => DEF; set { } } public override int EV_SPE { get => SPE; set { } } public int EV_SPC => SPC; public override int EV_SPA { get => EV_SPC; set { } } public override int EV_SPD { get => EV_SPC; set { } } // Future game values, unused public override int[] Items { get => new[] { 0, 0 }; set { } } public override int EggGroup1 { get => 0; set { } } public override int EggGroup2 { get => 0; set { } } public override int[] Abilities { get => new[] { 0, 0 }; set { } } public override int Gender { get; set; } public override int HatchCycles { get => 0; set { } } public override int BaseFriendship { get => 0; set { } } public override int EscapeRate { get => 0; set { } } public override int Color { get => 0; set { } } public int[] Moves { get => new[] { Move1, Move2, Move3, Move4 }; set { if (value?.Length != 4) return; Move1 = value[0]; Move2 = value[1]; Move3 = value[2]; Move4 = value[3]; } } } }