mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-05-05 21:17:14 -05:00
* 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
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using System;
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using System.Windows.Forms;
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using PKHeX.Core;
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namespace PKHeX.WinForms
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{
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public partial class SAV_BerryFieldXY : Form
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{
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private readonly SAV6XY SAV;
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public SAV_BerryFieldXY(SAV6XY sav)
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{
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InitializeComponent();
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WinFormsUtil.TranslateInterface(this, Main.CurrentLanguage);
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SAV = sav;
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listBox1.SelectedIndex = 0;
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}
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private void Changefield(object sender, EventArgs e)
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{
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// Change Berry Field
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// Gather Data
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int ofs = SAV.BerryField + 0xC + (listBox1.SelectedIndex * 0x18);
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int berry = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 0));
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int u1 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 1));
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int u2 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 2));
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int u3 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 3));
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int u4 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 4));
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int u5 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 5));
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int u6 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 6));
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int u7 = BitConverter.ToUInt16(SAV.Data, ofs + (2 * 7));
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// Display Data
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TB_Berry.Text = berry.ToString();
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TB_u1.Text = u1.ToString();
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TB_u2.Text = u2.ToString();
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TB_u3.Text = u3.ToString();
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TB_u4.Text = u4.ToString();
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TB_u5.Text = u5.ToString();
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TB_u6.Text = u6.ToString();
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TB_u7.Text = u7.ToString();
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}
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private void B_Cancel_Click(object sender, EventArgs e)
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{
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Close();
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}
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}
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}
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