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All new spells will be possible to spawn in town magic guilds.

This commit is contained in:
DjWarmonger 2014-03-09 09:37:20 +00:00
parent c959fdcce0
commit 0347c61dd2
2 changed files with 8 additions and 1 deletions

View File

@ -862,7 +862,9 @@ public:
SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81
DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
AFTER_LAST = 82
};
SpellID(ESpellID _num = NONE) : num(_num)

View File

@ -2151,6 +2151,11 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
}
}
}
//add all spells from mods
for (int i = SpellID::AFTER_LAST; i < VLC->spellh->objects.size(); ++i)
{
nt->possibleSpells.push_back(SpellID(i));
}
// Read castle events
int numberOfEvent = reader.readUInt32();