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	change MANA_PER_KNOWLEGDE to percentage
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		| @@ -429,8 +429,8 @@ | ||||
| 				}, | ||||
| 				"manaPerKnowledge" : | ||||
| 				{ | ||||
| 					"type" : "MANA_PER_KNOWLEDGE", //10 mana per knowledge | ||||
| 					"val" : 10, | ||||
| 					"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", //1000% mana per knowledge | ||||
| 					"val" : 1000, | ||||
| 					"valueType" : "BASE_NUMBER" | ||||
| 				}, | ||||
| 				"landMovement" : | ||||
|   | ||||
| @@ -285,7 +285,7 @@ | ||||
| 			"bonuses" : { | ||||
| 				"intelligence" : { | ||||
| 					"targetSourceType" : "SECONDARY_SKILL", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", | ||||
| 					"updater" : "TIMES_HERO_LEVEL", | ||||
| 					"val" : 5, | ||||
| 					"valueType" : "PERCENT_TO_TARGET_TYPE" | ||||
|   | ||||
| @@ -129,7 +129,7 @@ | ||||
| 			"bonuses" : { | ||||
| 				"intelligence" : { | ||||
| 					"targetSourceType" : "SECONDARY_SKILL", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", | ||||
| 					"updater" : "TIMES_HERO_LEVEL", | ||||
| 					"val" : 5, | ||||
| 					"valueType" : "PERCENT_TO_TARGET_TYPE" | ||||
|   | ||||
| @@ -199,7 +199,7 @@ | ||||
| 			"bonuses" : { | ||||
| 				"intelligence" : { | ||||
| 					"targetSourceType" : "SECONDARY_SKILL", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", | ||||
| 					"updater" : "TIMES_HERO_LEVEL", | ||||
| 					"val" : 5, | ||||
| 					"valueType" : "PERCENT_TO_TARGET_TYPE" | ||||
|   | ||||
| @@ -708,7 +708,7 @@ | ||||
| 		"base" : { | ||||
| 			"effects" : { | ||||
| 				"main" : { | ||||
| 					"type" : "MANA_PER_KNOWLEDGE", | ||||
| 					"type" : "MANA_PER_KNOWLEDGE_PERCENTAGE", | ||||
| 					"valueType" : "PERCENT_TO_BASE" | ||||
| 				} | ||||
| 			} | ||||
|   | ||||
| @@ -172,11 +172,11 @@ Defines percentage of enemy troops that will be raised after battle into own arm | ||||
|  | ||||
| - val: percentage of raised troops | ||||
|  | ||||
| ### MANA_PER_KNOWLEDGE | ||||
| ### MANA_PER_KNOWLEDGE_PERCENTAGE | ||||
|  | ||||
| Defines amount of mana points that hero gains per each point of knowledge (Intelligence) | ||||
| Defines percentage of mana points that hero gains per each point of knowledge (Intelligence) | ||||
|  | ||||
| - val: Amount of mana points per knowledge | ||||
| - val: percentage of mana points per knowledge | ||||
|  | ||||
| ### HERO_GRANTS_ATTACKS | ||||
|  | ||||
|   | ||||
| @@ -162,7 +162,7 @@ class JsonNode; | ||||
| 	BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\ | ||||
| 	BONUS_NAME(HERO_EXPERIENCE_GAIN_PERCENT) /*skill-agnostic learning, and we can use it as a global effect also*/\ | ||||
| 	BONUS_NAME(UNDEAD_RAISE_PERCENTAGE) /*Percentage of killed enemy creatures to be raised after battle as undead*/\ | ||||
| 	BONUS_NAME(MANA_PER_KNOWLEDGE) /*Percentage rate of translating 10 hero knowledge to mana, used to intelligence and global bonus*/\ | ||||
| 	BONUS_NAME(MANA_PER_KNOWLEDGE_PERCENTAGE) /*Percentage rate of translating hero knowledge to 10 mana, used to intelligence and global bonus*/\ | ||||
| 	BONUS_NAME(HERO_GRANTS_ATTACKS) /*If hero can grant additional attacks to creature, value is number of attacks, subtype is creatureID*/\ | ||||
| 	BONUS_NAME(BONUS_DAMAGE_PERCENTAGE) /*If hero can grant conditional damage to creature, value is percentage, subtype is creatureID*/\ | ||||
| 	BONUS_NAME(BONUS_DAMAGE_CHANCE) /*If hero can grant additional damage to creature, value is chance, subtype is creatureID*/\ | ||||
|   | ||||
| @@ -78,7 +78,7 @@ BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSu | ||||
| 			type = BonusType::SIGHT_RADIUS; | ||||
| 		else if(deprecatedSubtype == SecondarySkill::INTELLIGENCE || deprecatedSubtypeStr == "skill.intelligence") | ||||
| 		{ | ||||
| 			type = BonusType::MANA_PER_KNOWLEDGE; | ||||
| 			type = BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE; | ||||
| 			valueType = BonusValueType::PERCENT_TO_BASE; | ||||
| 		} | ||||
| 		else if(deprecatedSubtype == SecondarySkill::SORCERY || deprecatedSubtypeStr == "skill.sorcery") | ||||
|   | ||||
| @@ -390,7 +390,7 @@ void CGHeroInstance::initHero(CRandomGenerator & rand) | ||||
| 	// load base hero bonuses, TODO: per-map loading of base hero bonuses | ||||
| 	// must be done separately from global bonuses since recruitable heroes in taverns  | ||||
| 	// are not attached to global bonus node but need access to some global bonuses | ||||
| 	// e.g. MANA_PER_KNOWLEDGE for correct preview and initial state after recruit	for(const auto & ob : VLC->modh->heroBaseBonuses) | ||||
| 	// e.g. MANA_PER_KNOWLEDGE_PERCENTAGE for correct preview and initial state after recruit	for(const auto & ob : VLC->modh->heroBaseBonuses) | ||||
| 	// or MOVEMENT to compute initial movement before recruiting is finished | ||||
| 	const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_PER_HERO); | ||||
| 	for(const auto & b : baseBonuses.Struct()) | ||||
| @@ -1082,7 +1082,7 @@ std::string CGHeroInstance::nodeName() const | ||||
| si32 CGHeroInstance::manaLimit() const | ||||
| { | ||||
| 	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE) | ||||
| 		* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE))); | ||||
| 		* (valOfBonuses(BonusType::MANA_PER_KNOWLEDGE_PERCENTAGE))) / 100; | ||||
| } | ||||
|  | ||||
| HeroTypeID CGHeroInstance::getPortraitSource() const | ||||
|   | ||||
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