Gigantamax sprites aren't used, Mimikyu/Sinistea/Polteageist altforms use the same sprites
No structures in the ROM have fields for FormArg, so remove varied Alcremie sprites (will always default to 0 - Strawberry)
We'll probably crowdsource the location labeling -- needs to be manually entered into the SWSHInfo tables. Location names aren't decipherable otherwise (yay fnvhashed refs)
- added some info in NestHoleReward8Archive.cs to make things pretty in the PropertyGrid editor uses and also to fix exclude stuff from the json/fb serialization/deserialization process.
* Fixed a bug in FlatBufferConverter.cs related to creating a json file for a particular structure when saving, not deleting it and next time when serializing a different structure, that json file would be used because it would be first returned.
* Add Big Shiny Sprites
Also addresses Trainer Meltan failing to evolve if requirements are met.
Fix Personal Held Item randomization.
* Fix silly typo
Copy/paste is a curse.
* Add Double Battle Classes to blacklist
Don't allow them to be set to any Trainers for crashes.
* Document all SWSH Trainer Classes
Disallow Double Battle specific Trainer Classes when randomizing to avoid crashes.
Now there shouldn't be any crashes!
* Remove spaces
If anybody is able to figure out UnknownRequirement, please PR!
Now with most Gift/Trade fields documented, it should make DLC discoveries much easier.
Also update summary output to match PKHeX.
Out of bounds fetch for drop table (??? 6), uses fixed ability ID 0 (first ability)
Use minRank instead for drop table indexing
add shiny to pretty output
something is still weird with re-opening after first saving, where the
tables are swapped
not sure what is misbehaving, so it'll get caught in an infinite loop
Diferent weather allows for different Mark values (ribbon), and only
Symbol encounters can wander into adjacent maps
Need to have separate exports with appropriate metadata
add nest dumper I forgot to push before working on slot dump v2