Add missing deprecation messages for deprecated macros
This also bumps ON_SIGHTING to level 2.
(cherry picked from commit f550f2d6f5
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1 changed files with 14 additions and 2 deletions
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@ -95,28 +95,34 @@
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_"<small>(early finish bonus)</small>"#enddef
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#define EARLY_FINISH_BONUS_NOTE
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#deprecated 1 This is now automatically generated and not required.
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_"Early finish bonus."#enddef
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#define NO_EARLY_FINISH_BONUS_NOTE
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#deprecated 1 This is now automatically generated and not required.
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_"No early finish bonus."#enddef
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#define NO_GOLD_CARRYOVER_NOTE
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#deprecated 1 This is now automatically generated and not required.
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_"No gold carried over to the next scenario."#enddef
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#define NEW_GOLD_CARRYOVER_NOTE_100
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#deprecated 1 This is now automatically generated and not required.
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_"
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100% of finishing gold carried over to the next scenario."#enddef
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#define NEW_GOLD_CARRYOVER_NOTE_40
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#deprecated 1 This is now automatically generated and not required.
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_"
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40% of finishing gold carried over to the next scenario."#enddef
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#define NEW_GOLD_CARRYOVER_NOTE_20
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#deprecated 1 This is now automatically generated and not required.
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_"
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20% of finishing gold carried over to the next scenario."#enddef
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#define MISSILE_FRAME_FIREBALL
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# Deprecated; use MISSILE_FRAME_FIREBALL_XY X_OFFSET Y_OFFSET instead
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#Deprecated 2 1.15 Use MISSILE_FRAME_FIREBALL_XY instead
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{MISSILE_FRAME_FIREBALL_XY 0 0}
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#enddef
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@ -136,6 +142,7 @@ _"No gold carried over to the next scenario."#enddef
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#enddef
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#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
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#deprecated 1
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[part]
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story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
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[background_layer]
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@ -146,6 +153,7 @@ _"No gold carried over to the next scenario."#enddef
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#enddef
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#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
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#deprecated 1 Use LOYAL_UNIT instead
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# Create a unit with the Undead and Loyal traits.
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[unit]
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type={TYPE}
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@ -161,7 +169,7 @@ _"No gold carried over to the next scenario."#enddef
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#enddef
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#define ON_SIGHTING ID SIGHTING_SIDE SIGHTED_FILTER ACTION_WML
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#deprecated 1 Use an [event]name=sighted instead.
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#deprecated 2 Use an [event]name=sighted instead.
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# NOTE: As of version 1.11, this macro is unnecessary, since sighted
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# events now work as intended.
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#
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@ -349,12 +357,15 @@ _"No gold carried over to the next scenario."#enddef
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#enddef
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#define MENU_IMG_TXT IMAGE TEXT
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#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
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"&"+{IMAGE}+"="+{TEXT}#enddef
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#define MENU_IMG_TXT2 IMAGE FIRST_TEXT_VALUE SECOND_TEXT_VALUE
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#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
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"&"+{IMAGE}+"="+{FIRST_TEXT_VALUE}+"="+{SECOND_TEXT_VALUE}#enddef
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#define MAKE_AI_SIDE_PERSISTENT SIDE
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#deprecated 2 1.15 Just put the persistent key in [side] directly
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#Macro to make a ai controlled side persistent.
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#Needs to be placed below the side definition.
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[+side]
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@ -392,6 +403,7 @@ _"No gold carried over to the next scenario."#enddef
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# wmlindent: closer "{NEXT "
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#define DRAKE_FLYING_ANIM STANDING_IMAGE FLYING_IMAGE
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#deprecated 2
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[standing_anim]
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start_time=0
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[filter]
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