po: In SoF S09, many strings involving Krawg (a gryphon) assumed that Krawg was
the only flying unit. Similar texts have been added that are used when the player
has gryphon riders too; most of these will be marked as fuzzy versions of the
Krawg-only strings.
(cherry picked from commit 745a0e1271)
Things in the scenario didn't quite make logical sense considering the presence of Gryphon Riders. This resolves the issue by allowing them to trigger an event, and by acknowledging them in the endlevel dialog. Additionally, one translator hint is added for the "Smash" text when the rune is smashed.
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.
Sadly, this takes the campaign up to 100 string changes between 1.16.2 and
1.16.3. The only one of these that was already going to change for 1.16.3 is
S04t's volcanic forge one.
(cherry picked from commit a1e60f061d)
Justification: ally_name variable actually holds the ID attribute of the unit, not the name attribute.
This change was originally included in #6165, which has since been reverted, so reinstating the variable renaming here.
The particular discussion which led to this reversion relates to the Czech translation.
Revert "Refactor handling of allies in UtBS. Resolves #6158."
Revert "Add po hints where self-referential troll names have been replaced with variables."
This reverts commit 541f0a1e73.
This reverts commit 4a3ddfb143.
I don't like the explanation of the tools being made of unobtainium, so changed
it to use a convenient plot device. I think this also solves a plot hole about
the forge; instead of it being near the Shorbear Caves by random chance, this
gives a reason for the Shorbear Clan to live there (even if they haven't been
in there in living memory).