Kept the distinction between "argument" time and script time. I called the latter "time" instead of "milliseconds" because, well, it's just tenth of seconds.
Residual timeout is always stored in "nominal" time, not adjusted by hyper. I.e. if a button has a nominal timeout of 60 seconds and half cooldown had expired on reload, residual is stored as 300. In cooldown, Engine.setInterval makes the time flow with double speed
This commit carries some changes.
* the compass is now a "special" item, not "good". It allows a different placing
* Store block is now divided into 2 parts. All the script is adapted to make room for it, including empty block check and insert animation for the new #store children divs
** Above: stackable storable items (resources), whose tooltip shows updated income/consumption rates
** Below: special storable items. As of now, it only contains the compass. Special block has a special style, with some distance from resources block if that one exists.
* Compass row has an empty tooltip which is filled in by World
Instead of a timed method to restore lx/rx navigation, a property will be set to true. In that case, the keyup method will not be executed, but it will restore navigation for further use.
R wild animals (beast, birds, lizards, rats)
T mutated creatures (includes giant lizards)
E human enemies (old men, scavengers, thugs and squatters)
D armed human enemies (includes vigilantes, soldiers, snipers, commandos, veterans and chiefs)
Added Engine.tabNavigation property. When true, it enables keyboard navigation to/from tabs. It is disabled on world and enabled some milliseconds after Path.onArrival(), so that when player returns s/he finds him/herself on Path tab instead of navigating.
Export dialog replaces selection dialog, rather than overlapping it.
Closing it exits the panel and returns to current game.
Aborting Import dialog returns the player to the selection screen, so that s/he can save before trying to load.
I had missed this completely. Workers are listed in alphabetical order in English. Now they are ordered in other languages too.
Alphabetical order for outfit
Legends on boxes and lists are currently added via CSS and as stylesheets cannot be localised, translated strings rely upon an additional inline CSS.
This commit inserts localised legends as "data-legend" attributes on proper elements, and then this attribute is shown by stylesheet rule content: attr(data-legend). No need of localisation script and more compact CSS rules.
As said in #363, there are almost no notifications for outside events.
I took a little liberty to suggest new sentences. Inspired by the game atmosphere and the double notification for Hut Fire, wrote lines for events and possible outcomes.
they're associated to buttons where there are no outcome scenes.
The Portuguese (brazil) option was too long and wrapping around to the next line, appearing right over the next language in the menu. Increased the width to accommodate in one line. Also increased the max height as the last language option wasn't visible. The menu can take one more language before needing to increase the height.
R wild animals (beast, birds, lizards, rats)
T mutated creatures (includes giant lizards)
E human enemies (old men, scavengers, thugs and squatters)
D armed human enemies (includes vigilantes, soldiers, snipers, commandos, veterans and chiefs)
An event could produce different notifications or rewards according to different outcomes of the event itself (e.g. a negative event impacting on buildings and/or villagers, or a wanderer leaving items of some specific kind), but the notification is generated before the onLoad() call.
I'd say that this is the best action order:
1. event action
2. event notification
3. event reward (and possible additional notifications due to that)
I noticed a minor glitch with the Village box position in the DOM. As it is appended to the Outside panel, it can end up after the Wood gather button or after the Traps check. It depends on whether the latter exists or not.
I changed it a little. Now it is "prepended" (thanks jQuery!), so it's always before any other content in the panel.
It would mind e.g. for CSS consistency, as you could decide to use a style for sibling buttons and it wouldn't work unless the box is placed before or after (not between) them.
For consistency with Outside box placement issue, stores are prepended to the Room panel, as first content in the DOM tree.
For consistency with Outside box placement issue, perks are prepended to the Path panel, as first content in the DOM tree.