* sotbe: add snow weather sfx to selected scenarios
* SotBE: remove snow weather
the rationale is that the map is not fully snowed in...the snow is around to be 30% at most. So not needed.
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Co-authored-by: Tahsin Jahin Khalid <5283677+knyghtmare@users.noreply.github.com>
* Improve Wose Shaman Description
* Furthe Wose Shaman Description Improvements
* Rewrite Wose Shaman description
I tried incorporating some ideas from Dashomew into my own description
* Incorporate some of Dalas's description
* Add Wose Sapling Description
Fixes#7685
This issue I crated has been lying around for a very long time, so I thought I'd try my best to fix it.
* Reduce repetition slightly in Wose Sapling Description
* Incorporate Dala
TDG and EI use the Urban_Jungle terrain from data/internal. This terrain is loaded inside those campaigns, but not in the editor. With this commit, load Urban_Jungle in the editor too.
It displays a different message depending on the race of the unit. Dwarves, ogres,
and undead use their own custom messages, the rest use the default one.
Oprional arguments allow changing the speaker and the image. By default,
narrator speaks for the undead, other units speak themselves.
Another optional argument is for the sound (same for all races).
This new macro is used for messages in scenarios 8 and 9.
resolve [filter_attack/weapon]type= can check both type when it wait only effective type.
* add 'base_type' filter for detect original type of attack reagrdless of [damage_type] modifications
if for some reason the original type must be filtered instead of effective type, this attribute is here for that.
* add effective_type in formulas
nothing related to scenario balance has changed. Purely aesthetic refinements.
Co-authored-by: Tahsin Jahin Khalid <5283677+knyghtmare@users.noreply.github.com>
Use the floating point ability/weapon special value in damage calculation. Change some more internal calculations from truncation to rounding.
Fixes#9467.
a1dd77a fixed Delfador's unset disable_stronger_amlas variable, but inadvertently broken the campaign due to an unset save_id for side 1. By placing Delfador inside [leader] instead, we resolve both issues.
https://wiki.wesnoth.org/Typography_Style_Guide
According to the Typography Style Guide, races shouldn’t be capitalized but unit types should be. Silverbacks aren’t a species, and in this case I think this refer to the Unit Type.
While adding TDG to mainline, I missed adding it to the schema. As a result, a lot of issues went unnoticed.
This PR adds TDG to the schema, and fixes the various discovered errors. This PR also updates the schema to reflect the engine supporting multiple [filter] tags in events, and to reflect the engine supporting [change_theme] without keys.
"resources" naming isn't correct - most of these files aren't resources.
Instead, we move the actual resources to data/internal/resources, and the other files to data/internal.
* TSG: Various small corrections and revisions.
[ci skip]
* add "without save-loading" to sg_help
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Co-authored-by: Dalas121 <33790750+Dalas121@users.noreply.github.com>
Replaces mentions of the old tutorial with TSG in the help page and changes the recommended begginer campaigns to TDG or AToTB. There’s also some slight wording changes.
Around two years ago Yumi asked me to create TDG as a replacement for Delfador's Memoirs, and gave me a rough script - the campaign covers Delfador's youth and Eldred's betrayal of Garard. Its gameplay includes a spellcasting mechanic for Delfador.
When TSG was created (and when TSG's PR was created), data/resources did not exist. Now that it does, replace TSG's campaign-specific weather with data/resources.
To fix CI errors, replace the old resource "extra_defines" system with manual includes instead (including in EI).
An encyclopedia revision partially for TSG: Re-Revised:
Explain BF (Before the Fall) in the calendar page. This is not used in mainline, but appears in the game’s code and can be be used by UMC or future mainline content.
Made spacing throughout the encyclopedia consistent.
Added a detail on Mount Morogor being the highest active volcano in Morogor, not just a random volcano. This makes it appear more sensible that it is included.
Added the Island of Gaall and Isle of Omarath to Morogor, shown WoF. IIRC no other islands in Morogor are named in WoF.
Mentioned Kerlath and the Far South at the end of the Wesnoth description.
Removed reference to Blackmore being Wesfolk to prevent contradicting certain add-ons
Clarified Kerlath is the southernmost province in the Westin description, not just a southern province.
Added Southport to the Wesnoth section from the TSG Re-Revision.
Mentioned farmland in the periphery of Elensefar, mostly to fix a minor nagging lore inconsistency where Elensefar is always shown on the island in the Great River in scenario maps, but is shown south of it in the large map of Wesnoth. Since there are usually some village around Elensefar, some farmland made sense.
Removed the Southwood due to its removal from the TSG Re-Revision.
Added the Vale of Blossoming Trees and Lake Aelin to the section on Southwestern Elves.
Replaced "men" with "humans" in the Northlands description, which I accidentally copied from the old description. I see no reason for this not being gender-neutral. (Actually, these small changes could be merged separately earlier)
Mentioned Saurgrath in the Northlands.
Replaced Bay fo Jotha in Jotha’s descriotion with “South of Bitok”
Added a description of the Mourned Hills which mentions Lmarig, as suggested by CelticMinstrel
Added the Acanclave Citadel in the Far North from the MP Map
Remove explicit mention of Dunefolk in the Far South and mainline Isanbar and the Ashland Desert.
Instead of it, other more specific schedules
(BRAZIER_ILLUMINATION_LONG_NIGHT, BRAZIER_ILLUMINATION_SECOND_WATCH,
BRAZIER_ILLUMINATION_MORNING) are used in the scenarios.
1. make the gold color less bright
2. add hover states to radio and checkbox and update disabled state
3. make hover states of language and about button consistent with other buttons (white -> yellow)
stronger_amlas: move from amlas.cfg to resources/AMLAs
stronger_amlas: Previously, use_stronger_amlas added extra AMLAs to units that match a certain filter. If units didn't match the filter when they were placed, but did later-on, they still wouldn't be eligible for AMLAs. Fix that here.
resource_weather: [terrain_graphics] cannot be assigned or modified mid-scenario, but can be filtered by ToD. To dynamically modify weather mid-scenario (such as in TSG), use these special "noweather" ToDs.
resource_weather: add wind
both: change textdomain to "wesnoth"
When started with the command line argument --addon-info, the Info button is shown on the add-ons manager which then allows:
* querying the downloads by version of the currently selected add-on
* querying the count of total add-ons uploaded vs the count of add-ons using forum_auth
* deleting an add-on (requires being a member of the Site Administrators or Forum Administrators forum groups)
* hiding an add-on (requires being a member of the Site Administrators or Forum Administrators forum groups)
The use_stronger_amlas resources includes a modifiable filter to choose which units are affected.
Formerly, that filter did not apply to a help message, resulting in the ANKA help message appearing even for units that weren't eligible for the AMLAs.
These weather effects are used TSG, TDG, and other WIP campaign revisions. Duplicating them across each campaign seems pointless, so I've moved them into a resource here, following the precedent set by #9669.
We can finish the previous scenario without killing any enemy leaders (this is even encouraged by the achievement requirements), but the Plague Staff origin dialogue states it's from a dead necromancer. Resolve the contradiction here. Fixes#9709.
These terrains are used in EI, TSG, TDG, and other WIP campaign revisions. Duplicating them across each campaign seems pointless, so I've moved them into a resource here.
Remove HERODEATH_* macros for heroes who ahave not appeared in the
campaign yet. Also edit a comment to only mentioned the heroes who could
have appeared in the campaign by that point.
1. adds repeating button definitions
2. default icon button size changed to 30x30 to better align with text buttons and menu buttons
3. code simplification
include new definitions and updated versions of existing definitions
"default/classic" and "modern" has been renamed to "Parchment" and "Celes" to avoid confusion
tab ordering has been added to the username textbox and the list of methods.
this serves two purposes:
1. the listbox is initially selected, so the user can select entries using keyboard.
2. navigation between the listbox and the username textbox can be done using TAB.
additionally,
3. the message and control layout has been tweaked to hopefully make it a bit user friendly.
4. the last selected method is remembered via a preference key.
5. a [X] button has been added on top-right so that the window can be
closed via mouse. (previously, it was only possible with the keyboard
Esc option or by clicking on one of the methods.)
Part of what's unusual about this dialog is we use canvas shapes to draw the text rather than actual widgets. I want to look into doing so, but it makes alpha fading more difficult.
Nonetheless, this problem also arose because text wrapping is handled differently from other text shape keys. Instead of evaluating a formula taken from the config (for instance `"(text_wrap_mode)"`), the value is queried from the WFL variables set on the canvas directly before being passed to the text rendering code. The value set for said variable is controlled by the wrap=true/value key, which is set per widget *instance*.
Making the canvas handle this key like any other would mean making sure most text shapes have the appropriate config key set, even if (as the example above shows) the key only spit out the formula variable anyway.
Also made it so text doesn't go all the way to the edge in the event that it stretches that long.
* Don't trigger event after Dolburras is rescued
* Merge unneeded duplicate events
* Don't trigger retreat if leader is killed
* Fix bug with dwarf death triggering undead retreat
* Remove unnecessary variable
* Use standard [endlevel] instead of [fire_event]
* Fix bug when former jailer death shows objectives
* Move events for readability
* Unit Description has been renamed to Unit Type Description recently.
* Introduction of vision cost means that how many hexes units can see vs how many hexes units can go is not same.