EventTemplate needs to know about used flags. We don't want to slow down startup, but we also don't want lag when you try to create your first event from a template.
Use a background thread to search for flags, only freeze if the user tries to create an event before loading completes.
* don't have layer/terrain/encounter options twice
* don't crash when finding trainer elevation if map data is null
* update FacingOptions viewmodel when MoveType gets set (important for event template)
* use the primary map during ctrl+drag interactions, rather than the map under the cursor.
* make FilteringComboOptions handle bad selected index better (no crashes)
Legendary pokemon events each need 2 flags: 1 for "recent battle" and 1 for "capture". The legend template also includes an info textbox to show you how to reset the legendary battle if you want to. This is often done in a transition script, but you can do it anywhere. By default, HMA won't reset the battle for you: once you defeat the pokemon or run away, it'll stay gone until you reset it.
* 'ladder' is a valid warp behavior
* when updating record pointers, make sure the type registers as a pointer
* when updating 'false' tables (for map editor events, for example) use the false table to track creating concretes for records, rather than using what's in the model.
* when adding a false table to the model, make sure we clear any pointers first
* allow the map editor to load if types/items names are not found
* improve trainer object template and UI -> allow switching between available trainers and choosing an existing trainer from the template.
doing <??????> auto-included a new {} block, which is cool. But that block needs to not be included when calculating the new cursor position, because the cursor position should remain _before_ the new {}, so it's still on the same line in case you're writing `trainerbattle` or something with multiple pointers in the line.
* make pokemon of the chosen type more likely
* create new border for new interiors
* don't cut off trainer sprite in template (for large OWs)
* update selected block render when editing blocks