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vcmi: replace archery and offence to new bonus
Add PERCENTAGE_DAMAGE_BOOST bonus, which will work exactly as old archery or offence. Subtype is actually boolean which select ranged (1) and melee (0)
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4a89418ada
commit
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@ -912,8 +912,8 @@
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{
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"bonuses" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"subtype" : 1,
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"val" : 5,
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"valueType" : "ADDITIVE_VALUE",
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"limiters" : [
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@ -938,8 +938,8 @@
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{
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"bonuses" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"subtype" : 1,
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"val" : 10,
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"valueType" : "ADDITIVE_VALUE",
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"limiters" : [
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@ -964,8 +964,8 @@
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{
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"bonuses" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"subtype" : 1,
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"val" : 15,
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"valueType" : "ADDITIVE_VALUE",
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"limiters" : [
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@ -403,6 +403,11 @@
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}
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},
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"PERCENTAGE_DAMAGE_BOOST":
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{
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"hidden": true
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},
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"RECEPTIVE":
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{
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"graphics":
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@ -12,11 +12,12 @@
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"specialty" : {
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"bonuses" : {
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"archery" : {
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"subtype" : 1,
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"updater" : "TIMES_HERO_LEVEL",
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"val" : 5,
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"valueType" : "PERCENT_TO_BASE"
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"valueType" : "PERCENT_TO_TARGET_TYPE",
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"targetSourceType" : "SECONDARY_SKILL"
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}
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}
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}
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@ -95,11 +95,12 @@
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"specialty" : {
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"bonuses" : {
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"offence" : {
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"subtype" : "skill.offence",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 0,
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"updater" : "TIMES_HERO_LEVEL",
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"val" : 5,
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"valueType" : "PERCENT_TO_BASE"
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"valueType" : "PERCENT_TO_TARGET_TYPE",
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"targetSourceType" : "SECONDARY_SKILL"
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}
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}
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}
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@ -31,8 +31,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"subtype" : 1,
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -645,8 +645,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.offence",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 0,
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"type" : "PERCENTAGE_DAMAGE_BOOST",
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -334,6 +334,7 @@ public:
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BONUS_NAME(LIMITED_SHOOTING_RANGE) /*limits range of shooting creatures, doesn't adjust any other mechanics (half vs full damage etc). val - range in hexes, additional info - optional new range for broken arrow mechanic */\
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BONUS_NAME(LEARN_BATTLE_SPELL_CHANCE) /*skill-agnostic eagle eye chance. subtype = 0 - from enemy, 1 - TODO: from entire battlefield*/\
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BONUS_NAME(LEARN_BATTLE_SPELL_LEVEL_LIMIT) /*skill-agnostic eagle eye limit, subtype - school (-1 for all), others TODO*/\
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BONUS_NAME(PERCENTAGE_DAMAGE_BOOST) /*skill-agnostic archery and offence, subtype is 0 for offence and 1 for archery*/\
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/* end of list */
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@ -201,18 +201,16 @@ double DamageCalculator::getAttackBlessFactor() const
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double DamageCalculator::getAttackOffenseArcheryFactor() const
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{
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if(info.shooting)
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{
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const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
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static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
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const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
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static const auto selectorArchery = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 1);
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return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
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}
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else
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{
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const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
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static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
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return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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}
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const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
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static const auto selectorOffence = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 0);
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return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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}
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double DamageCalculator::getAttackLuckFactor() const
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