Appears to be unused, and is still Python2 code. To be Python3, these
lines need to change:
- f = file(fn)
+ f = open(fn, encoding="utf-8")
- gettext = f.read().decode("utf8")
+ gettext = f.read()
Even knowing how to make it work, it still doesn't seem useful to keep.
wmlunits uses html_output.Translation, but that's not this class. It's
a wrapper around Python's standard gettext library, in html_output.py.
dawn.png was leftover from the Time of Day being shown with an overlay
image; 074e157400e04d16cdb2b77db5065537f35c9177 removed dusk.png and
night.png. The image itself should be a transparent blue hexagon, but
the alpha channel was corrupted, and so it appeared completely
transparent.
In copyrights.csv, make the capitalisation of Kitty's name consistent,
and attribute the orb-disengaged.png image.
Map/Scenario Editor
* Rename Load Map to Load Map/Scenario (since it can load both), Edit Scenario to Edit Scenario Settings, Save Map to just Save.
* Rearrange menu order
* Add icon for the preferences menu item (used the preexisting settings.png icon)
* Open folder correctly at Add-on's scenario directory instead of editor/scenarios. (#8910)
* Show Save Scenario As only for Scenarios
* Use the settings.png icon for Preferences menu item
* Add functionality to "Loyal" checkbox (Unit tool -> Place unit -> Right click menu) (#8445)
* Show warning when maps are saved in scenarios folder or vice versa (#8911)
* Unit List moved to Units menu from File menu to reduce some pressure from the latter.
* Status Table menu item disabled since it does nothing. (Should be reenabled once the functionality has been added.)
* Improve reload functionality in Editor (F5). Reload happens directly from memory and no temp files are needed. Also, the undo/redo stacks will be preserved. (#9024)
Time Schedule Editor
* Browse buttons now set wesnoth style paths instead of just pasting the absolute path returned by the file dialog
* Change text boxes from inactive to uneditable.
* Code generation improvements
* Add copyright notice to tod_new_schedule
* Confirmation messages
* Preview buttons for image and sound files and new icons for the preview button (2 sets : preview image and preview sound)
Unit Type Editor
* Confirmation messages
* New icons for the preview button (2 sets : preview image and preview sound)
Add-on menu
* Two new menu entries for (1) opening the Add-on selection dialog, (2) opening the folder corresponding to the Add-on
The open add-on folder option shows a GUI2 file dialog at the add-on's folder which can be used to open any file. If it is a loadable map/scenario it will be opened in the editor, otherwise the OS's default application for that file will be opened.
File Dialog
* Redesigned with new icons
* New Open External button that opens selected file/folder in the platform's default application (independently of what pressing Open would do). This could be used to quickly open a folder or preview the file before actually selecting it.
* Extension checking and filename validation. (See #8911)
In the case of [leadership], the fact that the values of each ability can be added when cumulative=yes can justify the addition of limit values not to be exceeded, but this can also apply to heals and [regenerates] with the use of 'add' or 'multiply'.
As for [resistance], it already uses max_value, but if cumulative=yes, then all max_values can add up which could be problematic.
Changes:
* CHECK_STRIKES macro now takes a comma-delimited list of strike counts for when units have a different number of strikes for different weapons, and updates the existing usage in the attacks tests
* Fixed a typo in the attacks_zero test
* Adds tests for berserk as a weapon special ability.
Berserk's handling differs from attacks as a weapon special ability:
* A value less than 1 is treated as effectively infinite rounds of combat (undocumented)
* The cumulative attribute is handled differently - in some cases it sums the values instead of using the highest single value whereas for attacks it always uses the highest single value
Also now exclude data/tests/ from scons pot-update since it was hitting the argument limit for number of arguments to a script.
Owaec has a crown but little other indicator that he's a leader, and this scenario requires him to be used to recruit. Make it more obvious to the player.
Formerly, EI S13 uses various Deathblades' max-moves status instead of [filter_second] for some reason. This breaks when deathblades get rebuild, which in the bug report was caused by the sentinel shield. Use [filter_second] instead.
Resolves#8969
In EI S10, Dacyn picks up a cursed amulet and his HP drops to 1. In EI S11, Dacyn remains on very low HP, and is surrounded by orcs. There's a convenient ford hex he can hide on and be protected, but several players did not notice this hex and complained about difficulty.
In S10, this commit also drops his XP to 0. 1) showing that the amulet interferes with his MoL-ing, and 2) preventing the player from deliberately AMLA-ing Dacyn in the next scenario (partially a difficulty issue, but mostly it's bad to punish blind playthroughs / reward foreknowledge).
In S11, this commit adds a gold pile on Easy/Normal hinting towards the hex, while on Easy Dacyn's HP is fully restored. Hard is unaffected.
In S12, this commit restores Dacyn's HP on Easy (since it would be odd if he had full HP S11 but low HP S12).
https://www.reddit.com/r/wesnoth/comments/1d6a3e7/eastern_invasion_is_much_better_but_still_bad/
EI's S10 is overly hard on Normal, and especially on Easy (which is intended to be a very accessible difficulty). This PR increases the available gold and adds several villages, which aid in both defense and upkeep. This PR also drastically reduces the number of orcs on lower difficulties.
We also move Owaec to his keep to help imply his ability to recruit, and remove the related just-added [note] string to avoid violating 1.18.1 string freeze.
A weapon with poison, which does extra damage to poisoned opponents.
This tests that the weapon-special's filter is checked on each strike,
instead of being tested once and then cached during the battle.
(cherry picked from commit 55aa8b44cfd561d0d97f254312f395cebc8ccc6e)
Instead of needing to contain the exact string from the ability, 'apply_to' in the filter is now taken as a comma-separated list, where all elements need to be present in the ability.
For example if we filter for apply_to=fire,arcane given an ability [resistance]apply_to=arcane, fire, cold, it will match.
For an ability [resistance]apply_to=arcane, impact, cold, this will not match because 'fire' is missing.
A rich text label widget that can show text marked up with help markup.
Also includes the GUI Test Window, accessible in the title screen after launching wesnoth using --clock option. It can be used as dialog template/example or as a place to test GUI2 code.
In add-on form, EI used images to display "Part II" and "Part III". For translation reasons this got replaced with ugly title_text when the add-on went mainline.
This PR once again makes the "Part II" "Part III" storytext more fancy, while maintaining translatability.