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