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scouting uses SIGHT_RADIUS bonus
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@ -34,6 +34,108 @@
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]
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}
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},
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"archery" : {
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"basic" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 10,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"advanced" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 25,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"expert" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.archery",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 50,
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"valueType" : "BASE_NUMBER"
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}
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]
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}
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},
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"logistics" : {
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"basic" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.logistics",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 10,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"advanced" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.logistics",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 20,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"expert" : {
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"description" : "",
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"effects" : [
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{
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"subtype" : "skill.logistics",
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 30,
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"valueType" : "BASE_NUMBER"
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}
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]
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}
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},
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"scouting" : {
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"basic" : {
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"description" : "",
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"effects" : [
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{
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"type" : "SIGHT_RADIOUS",
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"val" : 1,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"advanced" : {
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"description" : "",
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"effects" : [
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{
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"type" : "SIGHT_RADIOUS",
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"val" : 2,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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"expert" : {
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"description" : "",
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"effects" : [
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{
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"type" : "SIGHT_RADIOUS",
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"val" : 3,
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"valueType" : "BASE_NUMBER"
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}
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]
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}
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},
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"estates" : {
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"basic" : {
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"description" : "",
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@ -223,6 +223,8 @@ const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, i
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bonusVal = 5 + 5 * level * level; break;
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case SecondarySkill::LOGISTICS:
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bonusVal = 10 * level; break;
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case SecondarySkill::SCOUTING:
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bonusType = Bonus::SIGHT_RADIOUS; break;
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case SecondarySkill::DIPLOMACY:
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bonusType = Bonus::SURRENDER_DISCOUNT;
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bonusVal = 20 * level; break;
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@ -1071,7 +1071,7 @@ int3 CGHeroInstance::getSightCenter() const
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int CGHeroInstance::getSightRadius() const
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{
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return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
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return 5 + valOfBonuses(Bonus::SIGHT_RADIOUS); // scouting gives SIGHT_RADIUS bonus
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}
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si32 CGHeroInstance::manaRegain() const
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