mirror of
https://github.com/kwsch/PKHeX
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02420d3e93
* 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
32 lines
No EOL
1.5 KiB
C#
32 lines
No EOL
1.5 KiB
C#
namespace PKHeX.Core
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{
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public sealed class MyItem7SM : MyItem
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{
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private const int HeldItem = 0; // 430 (Case 0)
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private const int KeyItem = HeldItem + (4 * 430); // 184 (Case 4)
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private const int TMHM = KeyItem + (4 * 184); // 108 (Case 2)
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private const int Medicine = TMHM + (4 * 108); // 64 (Case 1)
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private const int Berry = Medicine + (4 * 64); // 72 (Case 3)
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private const int ZCrystals = Berry + (4 * 72); // 30 (Case 5)
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public MyItem7SM(SAV7SM SAV, int offset) : base(SAV) => Offset = offset;
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public override InventoryPouch[] Inventory
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{
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get
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{
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InventoryPouch[] pouch =
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{
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new InventoryPouch7(InventoryType.Medicine, Legal.Pouch_Medicine_SM, 999, Offset + Medicine),
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new InventoryPouch7(InventoryType.Items, Legal.Pouch_Items_SM, 999, Offset + HeldItem),
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new InventoryPouch7(InventoryType.TMHMs, Legal.Pouch_TMHM_SM, 1, Offset + TMHM),
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new InventoryPouch7(InventoryType.Berries, Legal.Pouch_Berries_SM, 999, Offset + Berry),
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new InventoryPouch7(InventoryType.KeyItems, Legal.Pouch_Key_SM, 1, Offset + KeyItem),
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new InventoryPouch7(InventoryType.ZCrystals, Legal.Pouch_ZCrystal_SM, 1, Offset + ZCrystals),
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};
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return pouch.LoadAll(Data);
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}
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set => value.SaveAll(Data);
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}
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}
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} |