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.
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.
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...
Setting a root tile: will fill in the extension tiles
Deleting a root tile: will delete all extension tiles (it assumes extension tiles are valid)
Add checkbox to prevent overwriting tiles that aren't none (eg if you set a 4x4 and it'd overlap with a 2x2, the program would play a sound indicating that the requested operation was disallowed).
Closes#136 -- multi-select with the current drawing setup isn't really feasible. Bulk set/delete addresses the underlying request.
Adds a transparency slider to have the field items fade so you can see the underlying terrain tile.
Not really optimized (allocates every time), but it should be fine for now.
Make the None item transparent, so that the entire map bleeds through (clear clarity).
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.
jp/en/zh -- only english has been translated (duh)
keep in mind this translates the text in the program, not the internal flag names.
not sure if other languages need to be supported; from PKHeX's experience, only spanish is updated (besides jp/zh), as most users speak english or are fine using the program in english.
pls localize villager names and item names for non-english :P -- preferrably automated from raw game dumps