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https://github.com/vcmi/vcmi.git
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Display of immunities and similar effects.
This commit is contained in:
@@ -1,5 +1,5 @@
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Bonus Name (30 characters?) Description (30)
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Bonus Name (30 characters?) Description (30)
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NO_SHOTING_PENALTY ? ???
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NO_SHOTING_PENALTY No Shooting penalty? ???
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ADDITIONAL_RETALIATION Additional retaliations May Retaliate %d extra times
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ADDITIONAL_RETALIATION Additional retaliations May Retaliate %d extra times
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ATTACKS_ALL_ADJACENT Attack all around Attacks all adjacent enemies
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ATTACKS_ALL_ADJACENT Attack all around Attacks all adjacent enemies
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RETURN_AFTER_STRIKE Attack and Return Returns after melee attack
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RETURN_AFTER_STRIKE Attack and Return Returns after melee attack
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@@ -42,3 +42,9 @@ THREE_HEADED_ATTACK Three-headed attack Attacks three adjacent units
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UNDEAD Undead Creature is Undead
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UNDEAD Undead Creature is Undead
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UNLIMITED_RETALIATIONS Unlimited retaliations Retaliate any number of attacks
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UNLIMITED_RETALIATIONS Unlimited retaliations Retaliate any number of attacks
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DEATH_STARE Death Stare (%d%) Chance to kill single creature
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DEATH_STARE Death Stare (%d%) Chance to kill single creature
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FIRE_IMMUNITY Immune to Fire
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WATER_IMMUNITY Immune to Water
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AIR_IMMUNITY Immune to Air
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EARTH_IMMUNITY Immune to Earth
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DIRECT_DAMAGE_IMMUNITY Direct Damage Immunity Immune to direct damage spells
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RECEPTIVE Receptive No Immunity to Friendly Spells
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@@ -564,6 +564,12 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::DRAGON_NATURE:
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case Bonus::DRAGON_NATURE:
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case Bonus::NON_LIVING:
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case Bonus::NON_LIVING:
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case Bonus::UNDEAD:
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case Bonus::UNDEAD:
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case Bonus::FIRE_IMMUNITY: //TODO: what about direct, hostile and total immunity?
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case Bonus::WATER_IMMUNITY:
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case Bonus::AIR_IMMUNITY:
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case Bonus::EARTH_IMMUNITY:
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case Bonus::RECEPTIVE:
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case Bonus::DIRECT_DAMAGE_IMMUNITY:
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break;
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break;
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//One numeric value
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//One numeric value
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case Bonus::MAGIC_RESISTANCE:
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case Bonus::MAGIC_RESISTANCE:
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@@ -662,7 +668,6 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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fileName = "E_FEAR.bmp"; break;
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fileName = "E_FEAR.bmp"; break;
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case Bonus::FEARLESS:
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case Bonus::FEARLESS:
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fileName = "E_FEARL.bmp"; break;
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fileName = "E_FEARL.bmp"; break;
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//"E_FIRE.bmp"
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case Bonus::FLYING:
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case Bonus::FLYING:
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fileName = "E_FLY.bmp"; break;
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fileName = "E_FLY.bmp"; break;
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case Bonus::SPELL_DAMAGE_REDUCTION:
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case Bonus::SPELL_DAMAGE_REDUCTION:
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@@ -677,7 +682,6 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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fileName = "E_KING2.bmp"; break;
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fileName = "E_KING2.bmp"; break;
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case Bonus::KING3:
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case Bonus::KING3:
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fileName = "E_KING3.bmp"; break;
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fileName = "E_KING3.bmp"; break;
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//"E_LIGHT.bmp"
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case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
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case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
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fileName = "E_MANA.bmp"; break;
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fileName = "E_MANA.bmp"; break;
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case Bonus::NO_MELEE_PENALTY:
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case Bonus::NO_MELEE_PENALTY:
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@@ -687,7 +691,8 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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fileName = "E_MINOT.bmp"; break;
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fileName = "E_MINOT.bmp"; break;
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case Bonus::NO_MORALE:
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case Bonus::NO_MORALE:
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fileName = "E_MORAL.bmp"; break;
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fileName = "E_MORAL.bmp"; break;
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//"E_NOFRIM.bmp"
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case Bonus::RECEPTIVE:
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fileName = "E_NOFRIM.bmp"; break;
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case Bonus::NO_OBSTACLES_PENALTY:
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case Bonus::NO_OBSTACLES_PENALTY:
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fileName = "E_OBST.bmp"; break;
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fileName = "E_OBST.bmp"; break;
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case Bonus::ENEMY_DEFENCE_REDUCTION:
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case Bonus::ENEMY_DEFENCE_REDUCTION:
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@@ -706,8 +711,6 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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case Bonus::FREE_SHOOTING: //shooter is not blocked by enemy
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case Bonus::FREE_SHOOTING: //shooter is not blocked by enemy
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fileName = "E_SHOOTA.bmp"; break;
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fileName = "E_SHOOTA.bmp"; break;
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//"E_SHOOTN.bmp"
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//"E_SHOOTN.bmp"
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//"E_SPAIR.bmp"
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//"E_SPAIR1.bmp"
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case Bonus::SPELL_IMMUNITY:
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case Bonus::SPELL_IMMUNITY:
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{
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{
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switch (bonus->subtype)
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switch (bonus->subtype)
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@@ -730,15 +733,55 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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}
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}
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}
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}
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//"E_SPAWILL.bmp"
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//"E_SPAWILL.bmp"
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//"E_SPCOLD.bmp"
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case Bonus::DIRECT_DAMAGE_IMMUNITY:
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//"E_SPDFIRE.bmp"
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fileName = "E_SPDIR.bmp"; break;
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//"E_SPDIR.bmp"
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//"E_SPDISB.bmp"
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//"E_SPDISB.bmp"
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//"E_SPDISP.bmp"
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//"E_SPDISP.bmp"
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//"E_SPEATH.bmp"
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//"E_SPEATH.bmp"
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//"E_SPEATH1.bmp"
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//"E_SPEATH1.bmp"
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//"E_SPFIRE.bmp"
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case Bonus::FIRE_IMMUNITY:
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//"E_SPFIRE1.bmp"
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switch (bonus->subtype)
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{
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case 0:
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fileName = "E_SPFIRE.bmp"; break; //all
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case 1:
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fileName = "E_SPFIRE1.bmp"; break; //not positive
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case 2:
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fileName = "E_FIRE.bmp"; break; //direct damage
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}
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break;
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case Bonus::WATER_IMMUNITY:
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switch (bonus->subtype)
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{
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case 0:
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fileName = "E_SPWATER.bmp"; break; //all
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case 1:
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fileName = "E_SPWATER1.bmp"; break; //not positive
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case 2:
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fileName = "E_SPCOLD.bmp"; break; //direct damage
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}
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break;
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case Bonus::AIR_IMMUNITY:
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switch (bonus->subtype)
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{
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case 0:
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fileName = "E_SPAIR.bmp"; break; //all
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case 1:
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fileName = "E_SPAIR1.bmp"; break; //not positive
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case 2:
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fileName = "E_LIGHT.bmp"; break;//direct damage
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}
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break;
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case Bonus::EARTH_IMMUNITY:
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switch (bonus->subtype)
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{
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case 0:
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fileName = "E_SPEATH.bmp"; break; //all
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case 1:
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case 2: //no specific icon for direct damage immunity
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fileName = "E_SPEATH1.bmp"; break; //not positive
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}
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break;
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case Bonus::LEVEL_SPELL_IMMUNITY:
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case Bonus::LEVEL_SPELL_IMMUNITY:
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{
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{
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if (iswith(bonus->val, 1 , 5))
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if (iswith(bonus->val, 1 , 5))
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