Closes#729
1. Dark mode now applied correctly (was previously lacking)
2. Fixed terrain brush action (brush active is higher priority than drag, fix tile fetch)
3. Fixed writing of Building/structure labels; apply after Terrain
4. Single terrain brush form allowed, center to Field Editor on launch
Somewhat related: fix Show() load for non-ShowDialog() forms to center to parent.
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
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.
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
Decentralizes pocket injection logic from SysBotUI so that other auto-injectors can be passed in (future? like terrain/overworld items).
Adds validation to not modify items if the pocket data doesn't have the expected layout.
Closes#47 by implementing things in a more abstract & extendable way. Thanks @jfmherokiller for the example implementation which served as an inspiration!
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)