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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Converted bonusnames.txt to a json file.

This commit is contained in:
Frank Zago 2011-08-20 22:31:59 +00:00
parent b853df76ba
commit 16fcd025a7
3 changed files with 69 additions and 74 deletions

56
config/bonusnames.json Normal file
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@ -0,0 +1,56 @@
{
"bonuses":
[
{ "id": "ADDITIONAL_RETALIATION", "name": "Additional retaliations", "description": "May Retaliate %d extra times" },
{ "id": "ATTACKS_ALL_ADJACENT", "name": "Attack all around", "description": "Attacks all adjacent enemies" },
{ "id": "RETURN_AFTER_STRIKE", "name": "Attack and Return", "description": "Returns after melee attack" },
{ "id": "SPELL_RESISTANCE_AURA", "name": "Aura of Resistance", "description": "Nearby stacks get %d% resistance" },
{ "id": "TWO_HEX_ATTACK_BREATH", "name": "Breath", "description": "Breath Attack (2-hex range)" },
{ "id": "SPELL_AFTER_ATTACK", "name": "Caster - %s", "description": "%d% chance to cast after attack" },
{ "id": "SPELL_BEFORE_ATTACK", "name": "Caster - %s", "description": "%d% chance to cast before attack" },
{ "id": "CATAPULT", "name": "Catapult", "description": "Attacks siege walls" },
{ "id": "JOUSTING", "name": "Champion Charge", "description": "+5% damage per hex travelled" },
{ "id": "DOUBLE_DAMAGE_CHANCE", "name": "Death Blow", "description": "%d% chance for double damage" },
{ "id": "DEFENSIVE_STANCE", "name": "Defense Bonus", "description": "+%d Defense when defending" },
{ "id": "ADDITIONAL_ATTACK", "name": "Double Strike", "description": "Attacks twice" },
{ "id": "DRAGON_NATURE", "name": "Dragon", "description": "Creature has a Dragon Nature" },
{ "id": "LIFE_DRAIN", "name": "Drain life", "description": "Drains life equal to damage dealt" },
{ "id": "FEAR", "name": "Fear", "description": "Causes Fear on an enemy stack" },
{ "id": "FEARLESS", "name": "Fearless", "description": "Immune to Fear ability" },
{ "id": "FLYING", "name": "Fly", "description": "Can Fly (ignores obstacles)" },
{ "id": "HATE", "name": "Hates %s", "description": "Does %d% more damage" },
{ "id": "HEALER", "name": "Healer", "description": "Heals allied units" },
{ "id": "SPELL_IMMUNITY", "name": "Immune to %s", "description": "" },
{ "id": "CHARGE_IMMUNITY", "name": "Immune to Charge", "description": "Immune to Champion charge" },
{ "id": "MANA_CHANNELING", "name": "Magic Channel %d%", "description": "Gives mana spent by enemy" },
{ "id": "CHANGES_SPELL_COST_FOR_ENEMY", "name": "Magic Damper (%d)", "description": "Increase Cost of enemy spells" },
{ "id": "MAGIC_MIRROR", "name": "Magic Mirror (%d%)", "description": "Redirects offensive spell to enemy" },
{ "id": "MAGIC_RESISTANCE", "name": "Magic Resistance", "description": "%d% chance to resist enemy spell" },
{ "id": "NO_DISTANCE_PENALTY", "name": "No distance penalty", "description": "Full damage from any distance" },
{ "id": "NO_MELEE_PENALTY", "name": "No melee penalty", "description": "Creature has no Melee Penalty" },
{ "id": "NO_OBSTACLES_PENALTY", "name": "No obstacle penalty", "description": "Creature has no Obstacle Penalty" },
{ "id": "BLOCKS_RETALIATION", "name": "No retaliation", "description": "Enemy cannot Retaliate" },
{ "id": "NON_LIVING", "name": "Non living", "description": "Immunity to many effects" },
{ "id": "SELF_LUCK", "name": "Positive luck", "description": "Always has Positive Luck" },
{ "id": "SELF_MORALE", "name": "Positive morale", "description": "Always has Positive Morale" },
{ "id": "SHOOTER", "name": "Ranged", "description": "Creature can shoot" },
{ "id": "CHANGES_SPELL_COST_FOR_ALLY", "name": "Reduce Casting Cost (%d)", "description": "Reduce Casting Cost for hero" },
{ "id": "ENEMY_DEFENCE_REDUCTION", "name": "Reduce Enemy Defense (%d%)", "description": "Reduces Defense for one attack" },
{ "id": "FULL_HP_REGENERATION", "name": "Regeneration", "description": "May Regenerate full Health" },
{ "id": "HP_REGENERATION", "name": "Regeneration", "description": "Heals %d hit points every round" },
{ "id": "FREE_SHOOTING", "name": "Shoot Close", "description": "Can shoot in Close Combat" },
{ "id": "LEVEL_SPELL_IMMUNITY", "name": "Spell immunity 1-%d", "description": "Immune to spells levels 1-%d" },
{ "id": "SPELL_DAMAGE_REDUCTION", "name": "Spell Resistance", "description": "Damage from spells reduced %d%." },
{ "id": "THREE_HEADED_ATTACK", "name": "Three-headed attack", "description": "Attacks three adjacent units" },
{ "id": "UNDEAD", "name": "Undead", "description": "Creature is Undead" },
{ "id": "UNLIMITED_RETALIATIONS", "name": "Unlimited retaliations", "description": "Retaliate any number of attacks" },
{ "id": "DEATH_STARE", "name": "Death Stare (%d%)", "description": "Chance to kill single creature" },
{ "id": "FIRE_IMMUNITY", "name": "Immune to Fire", "description": "" },
{ "id": "WATER_IMMUNITY", "name": "Immune to Water", "description": "" },
{ "id": "AIR_IMMUNITY", "name": "Immune to Air", "description": "" },
{ "id": "EARTH_IMMUNITY", "name": "Immune to Earth", "description": "" },
{ "id": "DIRECT_DAMAGE_IMMUNITY", "name": "Direct Damage Immunity", "description": "Immune to direct damage spells" },
{ "id": "RECEPTIVE", "name": "Receptive", "description": "No Immunity to Friendly Spells" },
{ "id": "REBIRTH", "name": "Rebirth (%d%)", "description": "Stack will rise after death" }
]
}

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@ -1,52 +0,0 @@
Bonus Name (30 characters?) Description (30)
ADDITIONAL_RETALIATION Additional retaliations May Retaliate %d extra times
ATTACKS_ALL_ADJACENT Attack all around Attacks all adjacent enemies
RETURN_AFTER_STRIKE Attack and Return Returns after melee attack
SPELL_RESISTANCE_AURA Aura of Resistance Nearby stacks get %d% resistance
TWO_HEX_ATTACK_BREATH Breath Breath Attack (2-hex range)
SPELL_AFTER_ATTACK Caster - %s %d% chance to cast after attack
SPELL_BEFORE_ATTACK Caster - %s %d% chance to cast before attack
CATAPULT Catapult Attacks siege walls
JOUSTING Champion Charge +5% damage per hex travelled
DOUBLE_DAMAGE_CHANCE Death Blow %d% chance for double damage
DEFENSIVE_STANCE Defense Bonus +%d Defense when defending
ADDITIONAL_ATTACK Double Strike Attacks twice
DRAGON_NATURE Dragon Creature has a Dragon Nature
LIFE_DRAIN Drain life Drains life equal to damage dealt
FEAR Fear Causes Fear on an enemy stack
FEARLESS Fearless Immune to Fear ability
FLYING Fly Can Fly (ignores obstacles)
HATE Hates %s Does %d% more damage
HEALER Healer Heals allied units
SPELL_IMMUNITY Immune to %s
CHARGE_IMMUNITY Immune to Charge Immune to Champion charge
MANA_CHANNELING Magic Channel %d% Gives mana spent by enemy
CHANGES_SPELL_COST_FOR_ENEMY Magic Damper (%d) Increase Cost of enemy spells
MAGIC_MIRROR Magic Mirror (%d%) Redirects offensive spell to enemy
MAGIC_RESISTANCE Magic Resistance %d% chance to resist enemy spell
NO_DISTANCE_PENALTY No distance penalty Full damage from any distance
NO_MELEE_PENALTY No melee penalty Creature has no Melee Penalty
NO_OBSTACLES_PENALTY No obstacle penalty Creature has no Obstacle Penalty
BLOCKS_RETALIATION No retaliation Enemy cannot Retaliate
NON_LIVING Non living Immunity to many effects
SELF_LUCK Positive luck Always has Positive Luck
SELF_MORALE Positive morale Always has Positive Morale
SHOOTER Ranged Creature can shoot
CHANGES_SPELL_COST_FOR_ALLY Reduce Casting Cost (%d) Reduce Casting Cost for hero
ENEMY_DEFENCE_REDUCTION Reduce Enemy Defense (%d%) Reduces Defense for one attack
FULL_HP_REGENERATION Regeneration May Regenerate full Health
HP_REGENERATION Regeneration Heals %d hit points every round
FREE_SHOOTING Shoot Close Can shoot in Close Combat
LEVEL_SPELL_IMMUNITY Spell immunity 1-%d Immune to spells levels 1-%d
SPELL_DAMAGE_REDUCTION Spell Resistance Damage from spells reduced %d%.
THREE_HEADED_ATTACK Three-headed attack Attacks three adjacent units
UNDEAD Undead Creature is Undead
UNLIMITED_RETALIATIONS Unlimited retaliations Retaliate any number of attacks
DEATH_STARE Death Stare (%d%) Chance to kill single creature
FIRE_IMMUNITY Immune to Fire
WATER_IMMUNITY Immune to Water
AIR_IMMUNITY Immune to Air
EARTH_IMMUNITY Immune to Earth
DIRECT_DAMAGE_IMMUNITY Direct Damage Immunity Immune to direct damage spells
RECEPTIVE Receptive No Immunity to Friendly Spells
REBIRTH Rebirth (%d%) Stack will rise after death

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@ -504,35 +504,25 @@ void CCreatureHandler::loadCreatures()
factionToTurretCreature[c->faction] = creatureID;
}
std::ifstream ifs;
std::string dump2;
buildBonusTreeForTiers();
loadAnimationInfo();
//reading creature ability names
ifs.open(DATA_DIR "/config/bonusnames.txt");
{
std::string buf2, buf3, line;
std::map<std::string,int>::const_iterator it;
getline(ifs, line); //skip 1st line
while(!ifs.eof())
{
getline(ifs, buf, '\t');
getline(ifs, buf2, '\t');
getline(ifs, buf3);
const JsonNode config2(DATA_DIR "/config/bonusnames.json");
const JsonVector &bonuses_vec = config2["bonuses"].Vector();
if (ifs.eof() || ifs.fail())
break;
for (JsonVector::const_iterator it = bonuses_vec.begin(); it!=bonuses_vec.end(); ++it) {
const JsonNode &bonus = *it;
std::map<std::string,int>::const_iterator it_map;
std::string bonusID = bonus["id"].String();
it = bonusNameMap.find(buf);
if (it != bonusNameMap.end())
stackBonuses[it->second] = std::pair<std::string, std::string>(buf2,buf3);
else
tlog2 << "Bonus " << buf << " not recognized, ignoring\n";
}
it_map = bonusNameMap.find(bonusID);
if (it_map != bonusNameMap.end()) {
stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
} else
tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
}
ifs.close();
//handle magic resistance secondary skill premy, potentialy may be buggy
std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
@ -550,6 +540,7 @@ void CCreatureHandler::loadCreatures()
b.additionalInfo = 0;
b.turnsRemain = 0;
BonusList bl;
std::string dump2;
loadToIt (dump2, buf, it, 3); //ignore first line
loadToIt (dump2, buf, it, 4); //ignore index