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BD/SP => HOME sanitizes -1=>0 and 0=>658. HOME is therefore "clean" so the other side-data do not need to know about BD/SP goofiness.
Handles 658 for mainline-legitimate values (none?), better to be correct. Adds in a link traded egg checks for unhatched static eggs in Gen6 (previously unchecked)
SelectionLength => Select (avoid winapi fetch of SelectionStart), no functional change Rename DisallowSearch => IsSearchAllowed (check a positive, not a negative) Fix some stale xmldoc refs Remove some unused usings Small preference tweaks (aka resharper yelling at me)
ha ha ha ha ha ha (ha) Closes #4827
ty anubis, santacrab, and Bowarcky for testing & data aggregation Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com> Co-Authored-By: santacrab2 <79347566+santacrab2@users.noreply.github.com> Co-Authored-By: Bowarcky <54773567+bowarcky@users.noreply.github.com>
Closes #4493 Future pull requests may be added with other font files to add game-specific font files (such as Gen1/2 having JPN/KOR/INT in the pixelated style like SciresM/Rhydon) For now, the Control provides via EntityContext. If we need to provide different granularity, maybe another enum would be OK. Possibly add that as a property to IStringConverter.
…a editors (#4829) * Localize Settings PropertyGrid, Language menu, and About shortcuts - Add PropertyGridLocalization: a TypeDescriptor-based wrapper that localizes the Settings editor PropertyGrid using the existing lang_*.txt resources - tab names, property display names, categories, bool/enum values, dropdown standard values, and expandable object summaries. Translated enum/bool text is mapped back to the original value on write; ambiguous translations defer to the default converter. Providers are registered once per settings instance (tracked via ConditionalWeakTable) so repeated openings do not stack providers, and the localizer dictionary is swapped on language change. - Replace the Options -> Language ToolStripComboBox with a regular drop-down submenu of checkable language items. - Load the About window Shortcuts tab from a per-language shortcuts_*.txt resource matching the current program language, falling back to the English resource when no localized copy exists. - Add the new translation keys for all 10 supported languages; zh-Hans/zh-Hant additionally include translated property names (other languages fall back to the raw property name). - Update shortcuts.txt to reference the current Unicode setting path (Options -> Settings -> Display -> Unicode). * Localize remaining Settings options and SAV Block Data editors - Settings: add zh display names for the property names, nested type names, and settings sections that were previously missing; translate GameVersion enum dropdown values in all 10 languages by sourcing each language''s own game-name strings (combined versions like RSE/FRLG hand-translated for zh, English elsewhere). - SAV tab Block Data: route all three PropertyGrid editors through PropertyGridLocalization - the Simple Editor fallback form (Gen1-4, now with a translated title), SAV_Accessor (Gen5-7), and SAV_BlockDump8 (Gen8+). Add zh display names for the Gen3 save file properties shown in the Simple Editor. * Localize SAV property view records, plain objects, and Gen3 coverage - Record types (SaveFileMetadata/SaveFileState) now synthesize localized summaries instead of the compiler ToString; plain PKHeX objects without a meaningful ToString override show a translatable type name instead of the namespace-qualified default (ValueType.ToString is not treated as an override). - Add zh-Hans/zh-Hant keys covering the SAV3 R/S/E/FR/LG property surface, nested block types, Memory segments, EntityContext and TrainerIDFormat enums, and the checksum-valid value string. * Translate new localization keys for all supported languages Replace the English placeholder values and add the previously zh-only display-name keys with real translations for de/es/es-419/fr/it/ja/ko: settings tabs, property display names, category/bool/collection values, enum dropdown values, nested type names, and the SAV block-data property surface. English keeps the raw property-name display. Game pair names use each language's official game titles. * Adjustments for maintenance purposes Translation key=value pairs are automatically generated and the list grows/trims automatically as elements are added to the GUI. The pull request did not update the reflection traversal of the assembly -- key=values must survive the regeneration process (aka, be traversed automatically or manually) in order to stay in the translation file. It is not a manually curated file for add/remove. Typename localization not very worthwhile. Property name localization and enums are a value add. DevUtil crawler now adds enums to the translation file as it discovers them used in a property's type. Am going to strictly refuse PropertyGrid localization of SaveFile/Accessor property grid displays. There are far too many properties to localize, and the property names are subject to change as the codebase is maintained. Settings are much more "stable" and thus acceptable for property name localization. Downside: the shortcuts text file was very tedious to update every time I added a new hidden shortcut. A better path forward would be to use attributes on methods to tag them as "hey a shortcut exists here, the hotkeys trigger `behavior` string", and the program dumps them into the shortcut log. The WinFormsTranslator probably needs to be rewritten to be an object (less primitive obsession) so that it can store multiple kvp sets for a language, and dump them to separate files with specific serializer methods. The GUI localization for form controls can be one, shortcuts another, property grid another. The property grid localization can be better arranged so that LocalizedDescription is alphabetically logged below the PropertyName, and can also have PropertyType if it is class-based. Too much effort for very little value add, at least for me. Order tabs in Settings order alphabetically. Removed non-saved-gameversion selections. Stuff like E/FRLG are currently workarounds for Encounter Templates that shouldn't use GameVersion like that. I have a long-term goal to eventually remove the lumped GameVersion values entirely, and have a GameVersionRestriction enum specific for each game, and an interface that can check if a GameVersion can arise from the restriction.
Converts EVs and displays the associated values it would have if transferred to Champions.
Little less goofy.
* Localize additional settings PropertyGrid editors * Handle [Flags] enum with multiple flagged values * Regenerate translation file Can be done by pressing CTRL-ALT-D on the Main form when running a debug build of the program. Also includes new translations for Champions SP stat export for battle templates from an unrelated commit.
Tab indexing in save force loader, some anchoring/visibility preference Hide SID on Trainer control update when in gen1/2 (refactor miss)
special moves and hard to verify vblanks, just prefer the special move source first. I guess it's also the more statistically likely (players using swarms to catch the species that are much less common otherwise?)
No functional change
Fixes #4836 wrt gender mismatch
Fixes #4836 wrt language mismatch
Battle Revolution uses more of the sanity flags (probably as quarantine) and the checksum algorithm probably isn't updated/stale. Just ignore it for now.
Needed because RK4 reserves 10char for the handler.
Closes #4837 refer pkl generation code that appends the scraped restriction info to the end of the concatenated bin: kwsch/PKHeX.TemplateRegen@1ae1742 other adjustments: - remove Nature set on pgf->pk5 ctor, already set later in SetPINGA - ensure sane language/version on ctor, distrust OT if language incompatible (not perfect but better)
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I don't feel like actually updating all this