26057 Commits

Author SHA1 Message Date
gfgtdf
8610cc0a15 use [modify_unit] over store+unstore 2019-08-25 22:29:49 +02:00
gfgtdf
ef06634485 use overlay effect over [unit] overlays= 2019-08-25 22:29:49 +02:00
gfgtdf
aa07ec7915 add new macors to replace loyal trait. 2019-08-25 20:35:28 +02:00
gfgtdf
f4ad4f11c7 use [remove_trait] to remove loyal 2019-08-25 20:35:28 +02:00
gfgtdf
5cb93694c6 move loyal overlays to the loyal trait
since the recent changes to overlays= in particular 1a7724e5472,
e71033374c35 and b2cd1cf6c [unit]overlays= is no longer the
recommended way to add an overlay and the use of the
apply_to=overlay effect is reccomended instead, so adding it
to the [trait] is the most natural option here.

this in particular fixes #4058 . Also people simply forgetting the
IS_LOYAL macro was a not-so-uncommon cause of bugs.

In some cases people want to give the LOYAL trait without giving the
loyal overlays for those cases i added a optional OVERLAY parameter to
the {TRAIT_LOYAL} macro, also heroes should now use {TRAIT_LOYAL_HERO}
instead which uses the hero overlay. The IS_LOYAL and IS_HERO macros are
no longer needed in combination with those traits.
2019-08-25 20:36:35 +02:00
gfgtdf
26c2f941f2 use [remove_object] over [remove_unit_overlay] if possible
this just prevents the units wml from getting cuttered with many [objects]
(generated by the [unit_overlay] implementation) that cancel each other out.
(in the cases here it shouldn't really be a problem though, i still did it
because it feels clener this way)
2019-08-25 20:35:28 +02:00
gfgtdf
a86df6c984 utbs: use [object] for dehydration implementation
this in particular makes it compatible the umc code that uses [remove_object]
It also makes the implementation a bit easier since we don't have to compute
things manually anymore, also duration=scenario takes care of cleanup at
scenario end.
2019-08-25 20:35:28 +02:00
gfgtdf
ce5696f334 add duration= key to [unit_overlay] 2019-08-24 22:19:58 +02:00
gfgtdf
5442d922c4 add [unit_overlay] object_id= attribute
with this the object can be removed with [remove_object]
2019-08-24 22:19:58 +02:00
gfgtdf
2117ce8332 new tag [remove_trait] 2019-08-24 22:19:58 +02:00
gfgtdf
fbdd926e14 improve [modify_unit] [status] implementation 2019-08-24 22:19:58 +02:00
gfgtdf
5b73c34798 overlays=".." -> {IS_LOYAL} 2019-08-24 22:19:58 +02:00
gfgtdf
308075ce67 formatting 2019-08-24 22:19:58 +02:00
gfgtdf
671f1efc40 formatting 2019-08-24 22:19:58 +02:00
gfgtdf
8a33ad0bf1 fix #4256 wesnoth.require with relative paths
now wesnoth.require is able to detect when the same file is
required two times using different names (like a/../a/b.lua
a/b.lua) and will only execute it once.

for this a new function wesnoth.canonical_path was added
2019-08-24 18:52:14 +02:00
gfgtdf
527f0a7580
fix [terrain_mask]
previously it would just ignore all [rule]s
2019-08-20 19:58:59 +02:00
sigurdfdragon
3741aeca57 DM S21: Better indication that the book has gone missing
Fixes #4220
2019-08-19 23:08:59 -04:00
sigurdfdragon
c75e33246e DM S20: Improve leveling of units and give player a note about it
Fixes #4219
2019-08-19 23:01:08 -04:00
Earth-Cake
943ff5dfe2 Merge Wose Shaman animations from Earth-Cake's PR #4229 2019-08-18 01:50:42 +02:00
Severin Glöckner
c19fd94bf0 ANL: use default AI
main difference: Lvl 2 units are recruited in lategame

[ci skip]
2019-08-17 23:58:31 +02:00
Pentarctagon
93dff47a75 Make [option]'s message and description attributes equivalent.
Also removes the deprecation message for the message attribute.
2019-08-17 15:17:19 -05:00
Maximilian Fricke
eb5d5421ee Display settings: Adjust "Limit FPS" tooltip
Tooltip now mentions that the game must be restarted for the setting to
take effect. Also removed "to 100%" and "at high resolutions" as these
statements are not accurate.
2019-08-17 13:12:05 -05:00
Severin Glöckner
c1c8f8a20f units: changing undead representations of some
Scorpions: use spider, better than the humanoid
Wyverns: are a rather drakish species than gryphonic
Falcons: more of a huge bird than a tiny bat

Sand Scuttler: official name for the unit is now Scorpion, as
having both the variation and unit name being the same would
show the same name twice.
2019-08-17 19:44:01 +02:00
nemaara
2a90a6284a Move naga hunter portrait to core 2019-08-17 13:28:21 -04:00
Steve Cotton
840b8754b6 DM S22: Apply the weapon-change from S21 to S22 too 2019-08-17 18:20:23 +02:00
Nils Kneuper
f7d73e980e updated Turkish translation credits to restore a missing translator 2019-08-17 11:22:05 +02:00
Severin Glöckner
13626f4109 units: roc changes
- now beloning to monsters
- removed lvl 1 variant (there is only one sprite for both)
2019-08-17 06:03:47 +02:00
Earth-Cake
29349b025a Dunefolk extra define (#4239)
* Added ENABLE_PARAGON

* Tweak experience from 180 to 220
2019-08-16 20:30:32 -05:00
nemaara
e97a4e4a96 LoW: remove unused unit 2019-08-16 20:50:02 -04:00
Pentarctagon
6efdd1e9ab Remove extra sprite on hex 48,17.
Fixes #4242
2019-08-16 16:49:36 -05:00
Severin Glöckner
4eb7fccaa0 HttT 20b – translator comments
Turn code comments into translator comments
[ci skip]
2019-08-16 20:59:50 +02:00
jostephd
0a6ed0ae4f
help: Add 'Why did I lose?' help topic (#4217)
* Draft 'Why did I lose?' help topic

* fixup! Draft 'Why did I lose?' help topic

Implement @beetlenaut's suggestions

* help: Change to title case for consistency with the rest of the section

* help: Explain the term 'foreknowledge'
2019-08-16 00:30:50 +00:00
Celtic Minstrel
ad98a23e16 Move the Wose sapling and Shaman to mainline
The ranged-halo images are unused, the elven/nature halo is used
for the Shaman's ranged attack instead.
2019-08-15 23:57:26 +02:00
Earth-Cake
9ccb04bdf0 Dunefolk bug fixes (#4235)
* Updated from missile to chakram in Zephyr
* Updated in Ringcaster's file from missile to chakram
* Removed portraits
* Fix Ranger's alignment
* Delete ringcaster.png
* Delete zephyr.png
* Updated Ringcaster and Zephyr
2019-08-16 05:47:22 +11:00
nemaara
cb5c2669ef Dune Sunderer: fix description typo 2019-08-14 22:19:08 -04:00
Pentarctagon
8f7eabeac8 Fix Dune Range advances_to value. 2019-08-14 21:08:24 -05:00
Gunter Labes
211f14176c
campaignd: Assign port 15015 to 1.15.x (#4228)
campaignd: Assign port 15015 to 1.15.x
2019-08-14 21:26:15 +02:00
Steve Cotton
b2cd1cf6c3 Handle unit overlays as modifications, allow [effect] to remove them
Possible fix for #4058, with the following logic:

* If non-empty, [unit]overlay= is handled by adding modifications
* unit::write will always output an empty overlay=
* The Lua API's get_units() will still provide the list of overlays
* [effect]apply_to=overlay can now remove as well as add overlays
* [remove_unit_overlay] is implemented with [effect]apply_to=overlay

Using [object]s with durations hasn't been tested, but expected effects:
* An expired add= followed by a non-expired remove= will simply cause the remove=
    to have no effect when std::remove(overlays_ ...) is called.
* A remove= followed by [remove_unit_overlay] cause the [remove_unit_overlay] to be a no-op,
    and the overlay will reappear when the first remove= expires. This edge case is already
	documented as unsupported on the wiki.
2019-08-10 23:25:04 +02:00
josteph
08352d2ab4 theme: Add optional argument to REPLAY_THEME for the benefit of user-defined themes
See #4184
2019-08-10 20:09:36 +00:00
FranPrin
4819846910 Dunefolk faction rework by various people
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================

*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.

Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625

*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.

Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627

*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0

*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:

Lv2 Naga Bladewhirler
Lv3 Naga Dervish

*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:

Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698

*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.

*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.

*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.

*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.

*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth

It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.

Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar

Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.

Thanks for your time and efforts.
2019-08-11 07:02:58 +11:00
josteph
bc90feedee statistics_dialog: Move a static tooltip from C++ to WML 2019-08-10 17:20:41 +00:00
josteph
14daf1c4f3 statistics_dialog: Clarify tooltip 2019-08-10 16:40:00 +00:00
josteph
0b0569457d help: Fix punctuation 2019-08-10 13:28:49 +00:00
nemaara
ef50f12be3 TSG S5: reduce difficulty 2019-08-08 22:20:07 -04:00
Charles Dang
80d3e93d2b Moved Leonard03 to Artwork and Graphics
[ci skip]
2019-08-08 05:20:27 +11:00
Severin Glöckner
b7234a48b2 help: use no pango markup
Pango support for the help has been reverted together with the help's GUI2 port.
[ci skip]
2019-08-04 22:21:46 +02:00
sigurdfdragon
d44a978d0b WoV: Update to match the 1.0.2 version on the 1.14 add-on server
Changes:
S01: Clarify & simplify objectives
S05: Give the player a warning about the sea serpents
S09: Ensure dialog is spoken by a drake
2019-08-03 14:16:45 -04:00
Steve Cotton
862e482895 Add a hint about not save-loading, and link to it from the "Back to ..." menu 2019-08-03 20:05:27 +02:00
Severin Glöckner
6e7eebfd23 SotA: use SotA textdomain in Lua part too 2019-08-03 07:11:34 +02:00
Steve Cotton
0f948f793c Refactoring [movetype] to deprecate the "flies" key, use "flying" instead
This makes [movetype] consistent with [unit]. The code in movetype.cpp is used
for handling both of those tags and so already had support for "flying" in the
merge() and write() functions.

This shouldn't be backported to 1.14. For this reason, it also includes
handling the C++ todos to use C++14's std::make_unique.
2019-08-01 18:58:56 +02:00