Similar to PKHeX's batch editor, probably with some stubbed functionality.
Example to change Oak Trees to apple trees:
=ItemId=60000
.ItemId=60001
;
=ExtensionItemId=60000
.ExtensionItemId=60001
Example to unbury all items:
=IsBuried=True
.IsBuried=False
.IsDropped=True
* Added new image code, quanted existing images, fixed bcsv parser
* small clean and sane(r) filenames
* Made a string slightly nicer
* various revert to fix diff
* full revert of editor
* forced revert of editor
* fix sprite init
* ready for merge
Change friendship here.
Can also cheat all friendships (of all villagers, for all saved players) to 255 by shift clicking the drop-down button instead.
game stores all donation types in the same array (chunked into date[], item[], playerID[]); no dedicated indexes for a donation, so no empty slots, and all donation types are intermixed (based on donation date)
#167
If you're adding reactions, you should probably set FillReactionList in player flags to 44 so that the game knows to not give you more reactions...?
Extracts logic from the building & terrain & field item editors for reuse / separation of concerns
Have FieldItemEditor select between Items & Terrain so that you can change the popup menu mode (view set delete)
Not sure how I want to show the terrain names...
only some surface appearance properties; interior item layout nope
use enum values for house info interface
Closes#95Closes#96
Changes the displayed villager indexes from 1-indexed to 0-indexed to match the game's references.
most complex editor yet
could be better if I did PictureBox'es instead of buttons, so I could put an image instead of just color
ppl will have to document more on what each terrain looks like, maybe could show a pic of each terrain tile?
Decouple itemgrid, itemgrid editor, and item editor as separate user controls
Visualize items with fake icons based on item ID and values
Paged editing for large arrays
add fallback for people wanting old editor (hold control when clicking Edit Items from main editor window)