Currently only works on saves that already have c-gear skin data, more
research to follow at a later date to set the necessary info for
enabling c-gear skins.
Allows for importing images, although a memory spike exists (due to
rotated images not being collected until after import)
Added all gen3-6 ribbons.
Fixed bugs:
* Increased speed that the subform pops up (yay profiling!) --
TableLayoutPanel would be reconfigured on every row added; adding a lot
of rows constantly reconfigures, so disable the layout updates so that
it only procs at the end.
* Cleaned up display of the ribbons, fixed width (40x40) instead of
autosize. Now display 3 per row.
* Now display the golden "complete" ribbon for g6 memory ribbons.
= acts as a 'modify if' filter
! acts as a 'do not modify if' filter
. acts as a 'set property to' to value
!HeldItem=0
^ do not modify if held item is zero
=HeldItem=5
^ only modify if held item is index 5
.Species=7
^ set species to 7
!SID=666
.TID=666
^ set TID to 666 if SID is not 666
.TID=666
!SID=666
^ set TID to 666 if SID is not 666 (filtering can be after property
settings)
Run one 'batch modify' script at a time.
Fixed save invalidation as well. GameVersions were detected based on
checksum validity.
Gonna change that so an invalid save can still be recognized (based off
of other markers)
Using the Cache for CyberGadget removes any need for a code generator,
as the code generator had many holes (partial writes if data already was
correct); future games would be odd to balance.
Note that this is a first iteration feature; there are known edge cases.
This feature is merely to assist the user by highlighting moves that are
outside of the typical moveset.
Levelup/Eggmove/Tutor/TMHM are used in the logic.
Transition from modifying byte arrays to just having objects mediate the
conversion.
Farewell pk2pk!
The PK# objects can convert up to the next generation through their own
methods; doing this required having class structures for all generations
:)