Add missing deprecation messages for deprecated macros

This also bumps ON_SIGHTING to level 2.
(cherry picked from commit f550f2d6f5)
This commit is contained in:
Celtic Minstrel 2018-05-16 20:31:28 -04:00 committed by GitHub
parent 6449067a8a
commit bd2bf467a3

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@ -95,28 +95,34 @@
_"<small>(early finish bonus)</small>"#enddef
#define EARLY_FINISH_BONUS_NOTE
#deprecated 1 This is now automatically generated and not required.
_"Early finish bonus."#enddef
#define NO_EARLY_FINISH_BONUS_NOTE
#deprecated 1 This is now automatically generated and not required.
_"No early finish bonus."#enddef
#define NO_GOLD_CARRYOVER_NOTE
#deprecated 1 This is now automatically generated and not required.
_"No gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_100
#deprecated 1 This is now automatically generated and not required.
_"
100% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_40
#deprecated 1 This is now automatically generated and not required.
_"
40% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_20
#deprecated 1 This is now automatically generated and not required.
_"
20% of finishing gold carried over to the next scenario."#enddef
#define MISSILE_FRAME_FIREBALL
# Deprecated; use MISSILE_FRAME_FIREBALL_XY X_OFFSET Y_OFFSET instead
#Deprecated 2 1.15 Use MISSILE_FRAME_FIREBALL_XY instead
{MISSILE_FRAME_FIREBALL_XY 0 0}
#enddef
@ -136,6 +142,7 @@ _"No gold carried over to the next scenario."#enddef
#enddef
#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
#deprecated 1
[part]
story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
[background_layer]
@ -146,6 +153,7 @@ _"No gold carried over to the next scenario."#enddef
#enddef
#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
#deprecated 1 Use LOYAL_UNIT instead
# Create a unit with the Undead and Loyal traits.
[unit]
type={TYPE}
@ -161,7 +169,7 @@ _"No gold carried over to the next scenario."#enddef
#enddef
#define ON_SIGHTING ID SIGHTING_SIDE SIGHTED_FILTER ACTION_WML
#deprecated 1 Use an [event]name=sighted instead.
#deprecated 2 Use an [event]name=sighted instead.
# NOTE: As of version 1.11, this macro is unnecessary, since sighted
# events now work as intended.
#
@ -349,12 +357,15 @@ _"No gold carried over to the next scenario."#enddef
#enddef
#define MENU_IMG_TXT IMAGE TEXT
#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
"&"+{IMAGE}+"="+{TEXT}#enddef
#define MENU_IMG_TXT2 IMAGE FIRST_TEXT_VALUE SECOND_TEXT_VALUE
#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
"&"+{IMAGE}+"="+{FIRST_TEXT_VALUE}+"="+{SECOND_TEXT_VALUE}#enddef
#define MAKE_AI_SIDE_PERSISTENT SIDE
#deprecated 2 1.15 Just put the persistent key in [side] directly
#Macro to make a ai controlled side persistent.
#Needs to be placed below the side definition.
[+side]
@ -392,6 +403,7 @@ _"No gold carried over to the next scenario."#enddef
# wmlindent: closer "{NEXT "
#define DRAKE_FLYING_ANIM STANDING_IMAGE FLYING_IMAGE
#deprecated 2
[standing_anim]
start_time=0
[filter]