This attribute, when set to a valid value of lawful|neutral|chaotic|liminal, will assign to the weapon a different alignment than the unit alignment used by default. This alignment is then used when attacking with this weapon.
The attribute is not accessible from lua so far since the fallback to unit alignment does not work.
* Rename the vector operations to hex_vector (to emphasize that they are NOT standard vector ops) and document them as official API
* Add new get_hexes_at_radius, which returns an unfilled ring (as opposed to get_hexes_in_radius which returns a filled circle)
* Expose the new cubic coordinate conversions
- widget:add_item_of_type() now uses lua 1-based indicies and throws lua errors on wrong indicies. (previously used c++ 0-based indexing, and could lead to assertions when wrong indicies were used, )
- widget:add_item() now has a optional location pos parameter as claimed in the wiki
- the pos and count paraemters in widget:remove_items_at() are now optional and default to removing the last element
With this is matches the behavior of the standart lua functions table.insert and table.remove which is imo what lua writers expect.
This is probably rather unfortunate in the case of the unit fields, as it may now interpret it as meaning the fields can be nil. We'll see if this causes issues.
For any given event name, events execute in order of decreasing priority.
Priority is a real number, and may be assigned via the `priority` attribute for
the WML [event] tag, or through the Lua APIs:
- wesnoth.game_events.add({priority = number})
- wesnoth.game_events.add_repeating(name, action, [priority])
Note that delayed variable substitution is not currently supported in the WML attribute.
* Add new [screen_fade] WML action
It takes (for now) the arguments:
* red, green, blue = values between 0 and 255
* alpha = value between 0 and 255
* duration = time in ms over which to fade
The game display is faded to the given colour over the duration.
It will be left with an overlay of that colour and alpha until
a screen_fade to 0 alpha is performed.
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.