* Fixed a bug with the hover text of the default items and default moves buttons
There has to be a better way than what I proposed to fix the error.
* Fixed a build error that I overlooked.
I can't use <LineBreak /> in a Text="" field. I had to use a workaround.
* Fixed incorrect white spaces.
(I think)
* Corrected the Default Items description
* Another scriptReference edit
Updated some incorrect/missing commands in script reference, adjusted the Address width, and implemented the directions macro for the spriteface command.
* Marked lines 270 and 273 as [BPEE].
* don't adjust height for every ChildViewPort for the diff, only the first one. We don't need all the heights to be right, we just need the extra children for their selections
* defer header loading until all the children have been added
* use address goto for ChildViewPort instead of text goto, since we know we're going to an address we can skip anchor name checks.
* When creating a ViewPort, if the model is already fully initialized, go ahead and complete setup (RefreshBackingData, optional map editor creation) right away and skip the ValidateMatchedWords() check. This significantly decreases thread allocation when making many child viewports.
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.