Closes#190
I checked one of my more recent save files and noticed that bits for remake indexes 2,000+ were set. Not sure why there's 8000 remake sets allocated... Maybe they're using the data there for other unlocks / values. Dunno!
Replace '8' with ItemRemakeInfo.BodyColorCountMax for documentation clarity
enabled by default
viewing an extension will calculate where the root node is (based on the extension values) and load it instead, only if the item ID matches. bounds check to be 100% safe from ppl placing random/bad extension tiles
Fix bottom acre row labeling for MapAcre stuff
Don't close png dropdown on checkbox click
Don't change map reticle position on map right click (only left click)
Different means of expression for the 8 byte item structure's FreeParam
Will be expanding the ItemEditor so that it has a checkmark to toggle Extension Item editing behavior.
Removes IHeldItem as there's no need to abstract it.
#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...?
Similar to main's adaption in a prior commit, let's use the relative offsets.
adds total nook miles earned to editor
fixes the off-by-one indexing for achievement list
put a folder named "items" with the english named item sprites (tbd if we change to a more sane filename format)
bring your own files, it's like 45 MB so not distributing with the EXE.
isActive: indicates if the tile is animated (eg: bonfire has fire or is extinguished)
isSupported: layer2 tile checks beneath it (layer1) to see if there's something to hold it up on that layer (sanity check)
Dunno how to handle the isActive set-on-save. I saw there was an isActive flag in my plaza, assumedly left there from a radio or something. NHSE does not change flag state at this time.
Closes#156
turning off auto-r/w won't happen if the auto-r/w itself fails. still pops open a message saying error until you turn it off in the other window.
Preallocate the terrain-building objects and reuse
changed:
- grid alternates with a slightly-darker to help indicate the larger 2x2 tile grid.
- put plaza & buildings behind the gridlines
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...