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- Drain Life now has % effect depending on bonus value
- Stack can use more than 2 attacks. Additional attacks can now be seperated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT".
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@@ -593,8 +593,9 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::ATTACKS_ALL_ADJACENT:
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case Bonus::ADDITIONAL_ATTACK: //TODO: what with more than one attack? Axe of Ferocity for example
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case Bonus::FULL_HP_REGENERATION:
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case Bonus::MANA_DRAIN:
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case Bonus::LIFE_DRAIN:
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case Bonus::REBIRTH:
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case Bonus::LIFE_DRAIN: //TODO: chance, hp percentage?
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case Bonus::SELF_MORALE:
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case Bonus::SELF_LUCK:
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case Bonus::FEAR:
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@@ -616,7 +617,6 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::SPELL_RESISTANCE_AURA:
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case Bonus::SPELL_DAMAGE_REDUCTION:
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case Bonus::LEVEL_SPELL_IMMUNITY:
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case Bonus::MANA_DRAIN:
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case Bonus::HP_REGENERATION:
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case Bonus::ADDITIONAL_RETALIATION:
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case Bonus::DEFENSIVE_STANCE:
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@@ -667,6 +667,7 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::ENEMY_DEFENCE_REDUCTION:
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case Bonus::REBIRTH:
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case Bonus::DEATH_STARE:
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case Bonus::LIFE_DRAIN:
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boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
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break;
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case Bonus::HATE:
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@@ -905,6 +906,8 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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fileName = "ManaChannel.bmp"; break;
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case Bonus::MANA_DRAIN:
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fileName = "ManaDrain.bmp"; break;
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case Bonus::LIFE_DRAIN:
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fileName = "DrainLife.bmp"; break;
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}
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if(!fileName.empty())
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fileName = "zvs/Lib1.res/" + fileName;
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