Using colors to make relevant information stand out at a quick glance.
The six attack type icons are recolored using the six equidistant hues cyan, green, yellow, red, magenta and blue, with the same saturation and lightness as the old icons. The images are optimized with woptipng.
Resistances and movement costs are colored using a gradient from red to green, like the defense values.
The resistance table in the help browser now also shows the attack type icons.
Previously, the resistance table was always ordered alphabetically by their original English names (not their translation, unlike the terrain modifiers). Now, the order is set to blade - pierce - impact - fire - cold - arcane.
These changes are made in all relevant areas, including the help browser, tooltips, the sidebar and dialogs.
Missing icons are handled by replacing them with a blank image scaled to the same size.
* 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.
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.
This returns a label handle which allows you to remove, reposition, or replace the label later.
In addition to all the features of wesnoth.print, you can now specify where the label appears onscreen, as well as a fadeout time separate from the duration.
You can also anchor the text to an edge or corner instead of centering in on the screen,
specify the maximum width it can occupy as an absolute width or a percentage,
and specify a background colour and transparency.
It includes a demo scenario that demonstrates many of the capabilities of the API.
To play the demo scenario, run with -toverlay_text_demo or select it from the in-game test list.
In 1.14, the default was 50 frames, or around 1.7 seconds. In 1.15.4, commit
a9d9e48c72e70fd41ae9759e3894752eb9708596 changed the interpretation of that
number to milliseconds, but missed that this affected the [print] tag; this
left the default time that the text is shown as an unreadable 50ms.
All places in mainline that use [print] specify a duration, so the default
isn't used. Here I've plucked the new value from UtBS S09, where it was chosen
in f405b916a1141c2a4bc3bda3f88bbe0a8b8fe91b.
The special value "unlimited" is now recognised as meaning to display the text
until it's removed by another [print] tag. The tutorial uses this special case
to display the text until the player does the requested move - originally it
displayed the text for 10000 frames (around 40 minutes), which still seemed
reasonable when it changed to 10000ms.
- The t_string type is now a schema built-in type and no longer attempts a regex match.
- You can also specify that non-t_string types may be optionally-translatable; this case supports a regex match on the string (but note that the translation mark is not part of the match).
- Error messages involving keys with very large values ( > 128 characters) will now truncate the value.
- To account for occasional cases where the schema is intentionally violated, the --validate command-line option now automatically defines the SCHEMA_VALIDATION preprocessor define.
A key validates as type t_string if one of the following is true:
- The key is not present
- The key has at least one segment with a translation mark
- The key is blank (an empty string)
Any type other than t_string is not allowed to be translatable by default, unless you specify allow_translatable=yes in the [type] tag.
An optionally-translatable string could also be defined as a union of t_string and some other type.
Refactor special notes for abilities, attack types, movetypes and weapon specials
An easier way of setting special notes in the most common use-cases. Text given
in the following attributes will be collected and added to the special notes
for units and unit types (some of these were added in the previous commit):
* [ability tag name]special_note=
* [language]special_note_damage_type_TYPE=
* [movetype][special_note]note=
* [attack][specials][special tag name]special_note=
It's no longer necessary to put these notes in each unit_type's .cfg file, and
the macros for doing so are now deprecated.
C++ changes
-----
Simplify both unit_type::special_notes and unit::unit_special_notes. Add
utils::stable_unique, similar to std::unique but accepts non-ordered input and
preserves the order in the output.
Remove unit_type::has_special_notes() - callers can instead call
special_notes() and then check if the returned vector is empty, which removes
the need for duplicating code in unit_type.
Trade-off: the new [language]special_note_damage_type_TYPE is likely deprecated in 1.19.
-----
Adding [language]special_note_damage_type_TYPE= uses the same existing design
as [language]type_TYPE=, however both are hacks that don't fit the general
style of WML. It could be better to define a new [damage_type] tag that
supercedes both and also provides a place for specifying the damage icon;
however that won't be done in time for the API freeze for 1.16.
Doing it in the way that this commit does it is a hack, but it's one where
replacing it with the better solution in 1.18 will affect very few UMCs (only
those that define additional damage types). Even in the UMCs that would be
affected, it would likely only be a few changes in a single central file.
Trade-off: NOTE_DEFENSE_CAP is not auto-added
-----
It might be better to auto-add NOTE_DEFENSE_CAP when movetype.cpp detects that
the type has capped values. However as NOTE_SPIRIT already requires
[movetype][special_note], it's simple to use the same mechanism. If we decide
to change it to being auto-added, the current commit greatly reduces the number
of places that would need to change again, as it's now in the [movetype]
instead of the many [unit_type]s using that movetype.
When processing [effect]apply_to=movement, if apply_to_vision is 'yes'
(which is the default) then the vision points will change by the same amount.
Previously, it sometimes affected vision and sometimes didn't; for most cases
where it makes a difference, I expect it to be a change from unanticipated
behavior to expected behavior.
Please refer to the new unit test added in this commit for more detailed docs;
that test is also a rough draft for the Wiki update needed when this merges.
The reason it sometimes affected vision was that the special value of -1 vision
points was interpreted as "use the value of the max movement points instead".
The special value of -1 is still supported and frequently used, and refactor that
is out of scope for this commit - it's easy to check when the code path changed
in this commit is used, however it's considerably more complex to find all
routes that create a unit with vision set to -1.
I'm expecting one add-on, Rebirth In Nature, to need a large update for this;
as well as a trivial change needed to the Add Creature Pack.
There are several mods that have their own handling for vision, recalculate the
values frequently, and are expected to continue working as before, as they'll
just overwrite any changes that the engine makes.
* Proper Flying Mod / Proper Vision Mod
* LotI
* Blessed Altar Mod
* Shards Era's `CALCULATE_WEAPONS_ONLY` macro
* Castle of Evil Spirit
Rebirth In Nature is an RPG-style campaign that expects the player's unit to
have vision separated from movement along with right-click menus that change
the character's movement, this will probably need `apply_to_vision=no` in
many places. OTOH, its `item_id=mobility` uses `apply_to=movement` followed by
`apply_to=vision` to implement in 1.14 what this change will make default
behavior in 1.16.
There are a few sharpshooter units which have vision better than their
movement. If given a buff which boosts their movement, this will give
them a buff to vision too; likely a change towards expected behavior.
* Archaic Era's Royal Ranger
* Ageless Era's Royal Ranger and Dwarvish Forest Sniper
* Eastern Europe at War's Yacht and Great Yacht
* Era of More Units's Lone Wolf
* Southernerns has several sharpshooters
* WWII Era has several sharpshooters
* War of Dominions has some guard towers with very low movement
Silver Age has abilities that modify vision based on time-of-day, but unlike
the Proper Flying Mod and LotI these are done by adding and removing objects
that add or subtract one vision point, these should be unaffected by this
change. Unrelated to that, it declares values for `[unit_type]vision=` even
when the value is the same as max moves - like the sharpshooters this means
that buffs to their movement wouldn't have buffed their vision but now do.
There are few units with vision less than movement. Generally these seem to be
missile weapons that are represented as units, and they probably won't meet any
apply_to=movement statements - even if a movement power-up is available, the
player would probably choose a different unit.
The Add Creature Pack has two creatures (the Cactose Elder and Carnivore Fatal
Plant) that have reduced vision, along with AMLAs that increase those units'
movement; these AMLAs will need to use `apply_to_vision=no`. These two
creatures are used in Castle of Evil Spirit, but they won't get enough
experience to get an AMLA there.
Fixes#3356.
Add 'ability_id_active' attribute to filter
Until now, only the type of ability could be filtered with activity, and id only for unit who have ability, same if she's inactive.
When a unit gives adjacent units abilities used like weapon specials, and is not already showing an animation from giving a resistance or leadership effect, a [teaching_anim] can be played instead.