Remove all occurrences of box=yes in editor help markup

Was non-functional anyway
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Charles Dang 2024-10-05 00:57:26 -04:00
parent 8079807146
commit 736e45a197

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@ -26,7 +26,7 @@
[topic]
id=editor_tool_paint
title= _ "Paint Tool"
text= "<img src=icons/action/editor-tool-paint_60.png align=left box=yes/>" + _ "Paint terrain tiles on the map.
text= "<img src=icons/action/editor-tool-paint_60.png align=left />" + _ "Paint terrain tiles on the map.
The paint tool utilizes the brush sizes and the terrain palette.
<header>Keyboard Modifiers</header>
@ -36,11 +36,11 @@ The paint tool utilizes the brush sizes and the terrain palette.
<header>Brush Sizes</header>
The selected brush changes the size of the tool:" +
"<table>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left box=yes/></col><col>" + _ "Paint single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left box=yes/></col><col>" + _ "Paint seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left box=yes/></col><col>" + _ "Paint nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left box=yes/></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left box=yes/></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left /></col><col>" + _ "Paint single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left /></col><col>" + _ "Paint seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left /></col><col>" + _ "Paint nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left /></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left /></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"</table>"
[/topic]
# wmllint: markcheck on
@ -49,7 +49,7 @@ The selected brush changes the size of the tool:" +
[topic]
id=editor_tool_fill
title= _ "Fill Tool"
text= "<img src=icons/action/editor-tool-fill_60.png align=left box=yes/>" + _ "Fill continuous regions of terrain with a different one.
text= "<img src=icons/action/editor-tool-fill_60.png align=left />" + _ "Fill continuous regions of terrain with a different one.
The fill tool utilizes the terrain palette.
<header>Keyboard Modifiers</header>
@ -62,7 +62,7 @@ The fill tool utilizes the terrain palette.
[topic]
id=editor_tool_select
title= _ "Select Tool"
text= "<img src=icons/action/editor-tool-select_60.png align=left box=yes/>" + _ "Selects a set of hex fields, for use with with the cut, copy and fill-selection buttons below the menu bar.
text= "<img src=icons/action/editor-tool-select_60.png align=left />" + _ "Selects a set of hex fields, for use with with the cut, copy and fill-selection buttons below the menu bar.
<header>Keyboard Modifiers</header>
• Shift+mouse click: Magic Wand mode, select the hex under the mouse cursor, and adjoining hexes of the same terrain type.
@ -71,11 +71,11 @@ The fill tool utilizes the terrain palette.
<bold>Brush Sizes</bold>
The selected brush changes the size of the tool:" +
"<table>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left box=yes /></col><col>" + _ "Select single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left box=yes /></col><col>" + _ "Select seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left box=yes /></col><col>" + _ "Select nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left box=yes /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left box=yes /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left /></col><col>" + _ "Select single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left /></col><col>" + _ "Select seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left /></col><col>" + _ "Select nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"</table>"
[/topic]
# wmllint: markcheck on
@ -84,17 +84,17 @@ The selected brush changes the size of the tool:" +
[topic]
id=editor_tool_paste
title= _ "Clipboard and Paste Tool"
text= "<img src=icons/action/editor-paste_60.png align=left box=yes />" + _ "Rotate, flip and paste the terrain in the clipboard
text= "<img src=icons/action/editor-paste_60.png align=left />" + _ "Rotate, flip and paste the terrain in the clipboard
Hexes can be cut or copied to the clipboard using the <ref dst='editor_tool_select'>Select Tool</ref>.
The paste tool shows an outline of the clipboard, which can be pasted with a mouse-click. Only the outline is shown, but mistakes can be corrected with the undo function, which is bound to both Control+Z and to the same key as the in-game undo function.
The paste tool also has some clipboard-manipulation functions:" +
"<table>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes /></col><col>" + _ "Rotate clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes /></col><col>" + _ "Rotate counter-clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes /></col><col>" + _ "Flip horizontally" + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-vertical_30.png align=left box=yes /></col><col>" + _ "Flip vertically" + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-cw_30.png align=left /></col><col>" + _ "Rotate clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-ccw_30.png align=left /></col><col>" + _ "Rotate counter-clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-horizontal_30.png align=left /></col><col>" + _ "Flip horizontally" + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-vertical_30.png align=left /></col><col>" + _ "Flip vertically" + "</col></row>" +
"</table>"
[/topic]
# wmllint: markcheck on
@ -103,7 +103,7 @@ The paste tool also has some clipboard-manipulation functions:" +
[topic]
id=editor_tool_starting
title= _ "Starting Locations Tool"
text= "<img src=icons/action/editor-tool-starting-position_60.png align=left box=yes />" +
text= "<img src=icons/action/editor-tool-starting-position_60.png align=left />" +
# po: the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
_ "Defines the side leader starting position.
This tool sets the side leaders default starting locations, and named special locations. Both types of location are enabled in both <ref dst='..editor_mode_terrain'>Terrain Editor</ref> and <ref dst='..editor_mode_scenario'>Scenario Editor</ref> modes. The location names are shown as a list in the editor palette, clicking on the map will place that name on a hex, each location can only be placed on a single hex, and the editor will only allow one location per hex.
@ -129,7 +129,7 @@ Named locations can be accessed from WML using the Standard Location Filters
# po: The images here have text, while they could be translated I assume editor-only images wont be.
# po: In English the text is “IO” for impassable and “UO” for unwalkable.
_ "editor^<header>Movement Overlays</header>
<img src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5))' box=yes /><img src='terrain/grass/green.png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes /><br/><bold>Impassable and Unwalkable</bold>
<img src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5))' /><img src='terrain/grass/green.png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here /><br/><bold>Impassable and Unwalkable</bold>
While easily noticeable in the editor, these are invisible in the game, so the mixed terrains created by them look like the base terrain. They create a mixed terrain with the movement costs set to “impassable” or “unwalkable” respectively." + "
@ -137,7 +137,7 @@ While easily noticeable in the editor, these are invisible in the game, so the m
# po: The images here have text, while they could be translated I assume editor-only images wont be.
# po: In English these images are the literal text “Castle overlay” and “Keep overlay”.
_ "editor^<header>Castle Overlays</header>
<img src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor.png~O(0.5))' align=here box=yes /><img src='terrain/grass/green.png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes />
<img src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor.png~O(0.5))' align=here /><img src='terrain/grass/green.png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here />
Adding either of these overlays to a passable hex allows units to be recruited onto a hex. The keep also allows a leader to recruit from there.
These can be added to an impassable hex to connect a castle to a visually-separate keep through an impassable wall. Its also possible to create a castle that seems to have grassland between the keep and towers, however this requires the connecting hexes to be occupied or blocked to prevent units being recruited onto them." + "
@ -146,13 +146,13 @@ These can be added to an impassable hex to connect a castle to a visually-separa
# po: The image here has text, while it could be translated I assume editor-only images wont be.
# po: In English this image is the literal text “Village overlay”.
_ "editor^<header>Village Overlay</header>
<img src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-editor.png~O(0.5))' align=here box=yes />
<img src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-editor.png~O(0.5))' align=here />
This turns any base terrain into a village, providing income and healing." + "
" +
# po: The image is an “S” on a solid black background.
_ "editor^<header>Fake Shroud</header>
<img src=terrain/void/shroud-editor.png align=left box=yes />
<img src=terrain/void/shroud-editor.png align=left />
Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the players units can see the hex."
[/topic]
@ -160,12 +160,12 @@ Fake Shroud looks like an unexplored area, even in scenarios that have shroud di
[topic]
id=editor_terrain_elevation
title= _ "Terrain Elevation Graphics"
text="<img src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes />" +
text="<img src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left />" +
_ "
A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palettes “elevation” group.
" +
_ "editor^<header>Direct Overlays</header>" +
"<br/><img src='terrain/elevation/bluffs-tile.png' box=yes /><img src='terrain/elevation/regular-tile.png' box=yes /><br/>" +
"<br/><img src='terrain/elevation/bluffs-tile.png' /><img src='terrain/elevation/regular-tile.png' /><br/>" +
_ "
<b>Bluffs and Gulch</b>
@ -176,8 +176,8 @@ The bluffs, gulches, and similar variations are much like a standard terrain ove
"
" +
"<table>" +
"<row><col><img src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' box=yes /></col><col>" + _ "Raised elevation on-map marker" + "</col></row>" +
"<row><col><img src='terrain/floodfill/marker-high-tile.png' box=yes /></col><col>" + _ "Raised elevation editor palette icon" + "</col></row>" +
"<row><col><img src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' /></col><col>" + _ "Raised elevation on-map marker" + "</col></row>" +
"<row><col><img src='terrain/floodfill/marker-high-tile.png' /></col><col>" + _ "Raised elevation editor palette icon" + "</col></row>" +
"</table>" +
"To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
@ -205,7 +205,7 @@ The graphics used to represent the ledge borders are determined by the base terr
title= _ "Deprecated Terrain"
# po: The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesnt expect the image to be translated.
# po: The Xol and ^Efs terrains help pages arent given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still wont link to it.
text= _ "editor^<img src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' box=yes/>
text= _ "editor^<img src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' />
The magenta D (for “Deprecated”).
This is shown in the editor over deprecated terrain codes. Examples are:
@ -220,7 +220,7 @@ The help pages for these terrains may have additional text thats only shown i
[topic]
id=editor_tool_label
title= _ "Label Tool"
text= "<img src=icons/action/editor-tool-label_60.png align=left box=yes />" + _ "Put text labels on the map.
text= "<img src=icons/action/editor-tool-label_60.png align=left />" + _ "Put text labels on the map.
• Left-click will open a dialog box to create a new label or edit an existing one.
• Right-click deletes.
• Drag-and-drop with the left mouse button moves labels.
@ -235,7 +235,7 @@ This tool is only available in Scenario Mode; the decorations are implemented in
[topic]
id=editor_tool_scenery
title= _ "Item Tool (Scenery Tool)"
text= "<img src=icons/action/editor-tool-item_60.png align=left box=yes />" + _ "The Item Tool allows placing decorations such as windmills, bookcases and monoliths.
text= "<img src=icons/action/editor-tool-item_60.png align=left />" + _ "The Item Tool allows placing decorations such as windmills, bookcases and monoliths.
Multiple items can be placed on the same hex.
• Left-click will place a decoration on the clicked hex.
@ -253,7 +253,7 @@ This tool is only available in Scenario Mode; the decorations are not part of th
[topic]
id=editor_tool_village
title= _ "Village Ownership Tool"
text= "<img src=icons/action/editor-tool-village_60.png align=left box=yes />" + _ "This tool assigns ownership of villages at the start of a scenario.
text= "<img src=icons/action/editor-tool-village_60.png align=left />" + _ "This tool assigns ownership of villages at the start of a scenario.
The villages must first be placed on the terrain with the <ref dst='editor_tool_paint'>Paint Tool</ref>.
• Left-click will assign the village to the currently-selected side.
@ -269,7 +269,7 @@ This tool is only available in Scenario Mode; ownership information is stored by
[topic]
id=editor_tool_unit
title= _ "Unit Tool"
text= "<img src=icons/action/editor-tool-unit_60.png align=left box=yes />" + _ "Place units belonging to the currently-selected side.
text= "<img src=icons/action/editor-tool-unit_60.png align=left />" + _ "Place units belonging to the currently-selected side.
• Left-click will place a unit.
• Left drag-and-drop will move an already-placed unit.
• Various operations are added to the right-click menu when the hex contains a unit.
@ -306,7 +306,7 @@ This tool is only available in Scenario Mode; it adds WML <italic>[time_area]</i
[topic]
id=editor_playlist
title= _ "Playlist Manager"
text= "<img src=icons/action/playlist_30.png align=left box=yes />" + _ "Shows a list of music tracks known to the editor, with toggle-boxes to enable them.
text= "<img src=icons/action/playlist_30.png align=left />" + _ "Shows a list of music tracks known to the editor, with toggle-boxes to enable them.
This tool is only available in Scenario Mode; it adds WML <italic>[music]</italic> tags to the scenario."
[/topic]
# wmllint: unbalanced-off
@ -445,7 +445,7 @@ If your add-on will only be used on 1.18 and later, it is instead recommended to
id=editor_time_schedule
# po: Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
title= _ "ToD and Schedule Editor"
text= "<img src='icons/action/editor-switch-time_30.png' align=left box=yes />" + _ "This button at the top-right of the screen accesses the time-of-day preview and the schedule editor.
text= "<img src='icons/action/editor-switch-time_30.png' align=left />" + _ "This button at the top-right of the screen accesses the time-of-day preview and the schedule editor.
In terrain mode, this displays the map as it will be recolored at different times of day.
In scenario mode, the button accesses an editor for individual schedules for <ref dst='editor_named_area'>time areas</ref>."
@ -463,9 +463,9 @@ In scenario mode, the button accesses an editor for individual schedules for <re
There is a filter function to show only a subset of the available items — this is the leftmost of the four buttons at the top of the palette, and the graphic changes depending on what is selected. Examples:" +
"<table>" +
"<row><col><img src=icons/terrain/terrain_group_all_30.png align=left box=yes /></col><col>" + _ "Show all kinds of terrain</col></row>" +
"<row><col><img src=icons/terrain/terrain_group_water_deep_30.png align=left box=yes /></col><col>" + _ "Show only water terrains</col></row>" +
"<row><col><img src=icons/terrain/terrain_group_village_30.png align=left box=yes /></col><col>" + _ "Show only villages</col></row>" +
"<row><col><img src=icons/terrain/terrain_group_all_30.png align=left /></col><col>" + _ "Show all kinds of terrain</col></row>" +
"<row><col><img src=icons/terrain/terrain_group_water_deep_30.png align=left /></col><col>" + _ "Show only water terrains</col></row>" +
"<row><col><img src=icons/terrain/terrain_group_village_30.png align=left /></col><col>" + _ "Show only villages</col></row>" +
"</table>"
[/topic]
# wmllint: markcheck on