Allows defining custom tags for skills, and testing for them later when
rolling for skills in randomization.
Existing flags were converted to tags.
List of predefined tags:
- `special` - skill is banned by default
- `onlyOnWaterMap` - skill is banned on random maps without water
- `wisdom` - for guaranteed rolls of Wisdom on levelup
- `spellSchool` - for guaranteed rolls of spell schools on levelup
- `bannedForUniversity` - to exclude skill from selection by University
- `bannedForWitchHut` - to exclude skill from selection by Witch Hut
- `bannedForScholar` - to exclude skill from selection by Scholar
(unused in H3)
Fixes cases where game would try to access file on real filesystem for
VCMI campaigns files that are actually located inside .zip archive.
Made search for other usages of last_write_time access, don't see any
other similar cases left
Normalize quoted local relative include directives to remove redundant
path segments while preserving relative includes.
This applies the normalizer across the tree and updates 108 includes in
64 files, including cases where paths inside lib/* redundantly used
../../lib/... and now correctly use ../... .
These paths compiled before because include resolution normalized them,
but they were longer and harder to audit.
Now movement points have same level of functionality/checks as mana
points:
- support for test for movement points in limiter
- support for test for movement points percentage in limiter
- support to block granted movement points to go above hero limit
It is now possible to load saves made with different configuration of
submods, for example after mod update.
This is mostly to prevent save breakage for like half of our players
when 1.7.2 & hota update with Bulwark is out
Same list of "main" mods is still required, however submods can now be
rearranged if desired. In theory we can relax this requirement further,
but for now it is better to play it safe and see how this version will
work out.
Disabling submod that adds new game entities will break save as before,
and in case of disabling towns/heroes will hide these saves from save
list. Othervice, attempt to load such save will result in error mid-
load. Submods that are graphical-only or balance-only should be possible
to disable.
Enabling submods with new objects should now be possible, but in general
new objects will be considered to be banned since list of (for example)
allowed heroes is generated on map start, so heroes added mid-game will
be considered as banned and won't appear in taverns