Similar to the prize money field in the trainer table, I added a field to the Pokémon stats table for a Pokémon's base stat total.
(Requested by Dweebio The Rom Hacker)
* Implemented 8 feature requests or so
- fixing money cap description
- updating trainer AI script command parameters so names of types/moves can be used
- updated various font anchors
- made lists for trainer AI scripts
- added floor names for FRLG
* Fixed ability field oversight
IDK how I had the ability field use the type field.
When scripts get merged together, some inner-scripts no longer appear to be real scripts. These were showing up as orphans when the scripts get formatted, since that causes scripts to get merged. But the pointers are still there, so they're not actually orphans.
Fix the orphan-naming logic so that it won't name things as orphans if they're inner scripts that still have pointers
ai script children should appear as ai scripts
editing an AI script shouldn't make a bunch of orphans
introduce a light caching system for noticing when scripts don't need to be loaded again.
script edits that don't change any compiled bytes should be capable of skipping the metadata update in situations where the metadata is already correct
* replace cleartrainerflag/settrainerflag with defeatedtrainer/readytrainer
* update `if` macros to include both goto and call forms, and both positive checks and negative checks for trainers/flags
* Updated flash constants
* Fixed flash constant locations
I originally supplied anchor references, not locations of the constants themselves. That's been fixed. Also, I changed the field name for flash.radius, so it's hopefully clearer.
* Selecting brock's script should select the _whole_ script
* Get correct number of code sections when scripts point to freespace
* Make sure script concatenation works correctly for `goto` followed by `end` (vanilla games do this a lot)
* multiple if statements / gotos all get compiled into one script, so long as it's all contiginous script data
* make sure `trainerbattle 01` works correctly with labels
* include blank line separators between labels when decompiling scripts
if the last thing is a label, make sure to include an end command for it
if the last thing isn't an end command (or goto, etc) make sure to include an end command for it
* add a basic limiter so that parsing scripts will 'give up' if they get the same 0-arg command 20 times
* fix crash that could happen sometimes when trying to check a pointer for sources during script decoding
* don't try to decode streams as scripts (misuse of the destinations collection)
Since scripts don't always end at an `end` or `goto` anymore (if there's a label from within the script to directly after the script), we need to make sure that these appended scripts still get a chance to add more scripts into the UI.
* add anchor for misc animations
* flags should be seen as hex in the script editor
* various table updates
* update text in empty block selection case
* creating a new map should be considered an autonomous operation for undo purposes
* support connection-objects for FireRed
* crash less when reading invalid map / layout data
* show correct hover square when hovering over neighbor maps with borders
* fix elevation names / map permissions
* don't update tile render info for the block editor if the x/y change is a no-op
*
* say width/height correctly in the tooltips of the map size handles
* less flickering during undo
* include default OW sprite instead of blank (for example, tutorial catch man in viridian city)
* speed up the initial script-check process that looks for default trainer sprites for each OW by not caring about the length of child scripts
* use proper thread locking during block cache invalidation and renewal so that undo doesn't mess up the number of blocks shown in the block panel