Add some tooltips to the test scenario's labels.
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@ -542,6 +542,7 @@ Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg
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[label]
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x,y=20,12
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text="Enhance Vision"
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tooltip="Set the unit's vision to 15."
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[/label]
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[event]
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name=moveto
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@ -564,6 +565,7 @@ Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg
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[label]
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x,y=18,7
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text="Hero or not?"
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tooltip="Toggle the hero status."
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[/label]
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[event]
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name=moveto
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@ -596,6 +598,7 @@ Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg
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[label]
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x,y=14,10
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text="Vision Test"
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tooltip="Visibility Check of (8,15)"
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[/label]
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[event]
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name=moveto
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@ -1505,6 +1508,9 @@ My best advancement costs $next_cost gold and I’m $experience|% there."
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[label]
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x,y=8,11
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text="Filter Area"
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tooltip="Test filtering areas
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<b>filter</b> with area=test_area
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<span color='#bcb088'><b>x,y=8,11</b></span>"
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[/label]
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[time_area]
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x,y=8,11
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@ -2466,6 +2472,7 @@ For game purposes, the races group into factions; for example, orcs often cooper
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[label]
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x,y=10,9
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text="Let’s fight"
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tooltip="Trigger attack animation."
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[/label]
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[event]
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@ -3516,6 +3523,14 @@ Result:
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[label]
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x,y=23,10
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text="livingness"
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tooltip="<b>Tooltip for the livingness label</b>
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Moving to this hex will show you:
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<span color='red'><b>not_living</b> Subsums every of the following:</span>
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<span color='yellow'><b>unpoisonable</b> - Some more text here.</span>
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<span color='brown'><b>undrainable</b></span> - You see that markup works here.
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<span color='green'><b>unplagueable</b> - And so on</span>"
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[/label]
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[event]
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name=moveto
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