Basically this means each of the call modes of the old function is now a separate function.
- add_repeating and add_menu take an ID and a function
- add_wml takes variable substitution setting and a config
- add takes the full options table
* These functions take the full event data config as the final argument, rather than just the weapon info subconfigs.
* The [fire_event] tag now supports a [data] tag that can add additional data to the event, for example damage_inflicted. The [primary_attack] and [secondary_attack] tags are still supported and are not deprecated.
* wesnoth.current.event_context now has a data child which holds the full event data. It still duplicates common info (weapons and damage inflicted) in the same way as before.
Unlike the old wesnoth.game_events.on_event hook and the "convenient" on_event() wrapper for it, this new functionality supports all of the features of WML events, with the sole exception of serialization, since it's not possible to reliably serialize a Lua function.
This commit also divorces menu items from the event that they trigger. The undocumented wesnoth.interface.set_menu_item function no longer adds an event for the menu item; the caller needs to separately register an event using the new functionality.
* Add new [screen_fade] WML action
It takes (for now) the arguments:
* red, green, blue = values between 0 and 255
* alpha = value between 0 and 255
* duration = time in ms over which to fade
The game display is faded to the given colour over the duration.
It will be left with an overlay of that colour and alpha until
a screen_fade to 0 alpha is performed.
The new method avoids a lot of path finding that the previous method did, esp. on large maps with many units and/or enemies, leading to significant speed improvements in some cases.
This fixes#6504
It is not used, and appears to have been unused for a long time.
It was related to mouseover hex brightening, but the brightening
amount is hardcoded. There were associated hex_semi_brightening,
mouseover_image and selected_image keys, but that info is also
hardcoded, and those keys appear to have been removed already.