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vcmi: remove FULL_HP_REGENERATION bonus
Just set HP_REGENERATION to high number (in OH3 doubled stack health is sufficient)
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62e579f672
commit
496c1def12
@ -200,8 +200,6 @@
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"core.bonus.FLYING.description": "Can Fly (ignores obstacles)",
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"core.bonus.FREE_SHOOTING.name": "Shoot Close",
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"core.bonus.FREE_SHOOTING.description": "Can shoot in Close Combat",
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"core.bonus.FULL_HP_REGENERATION.name": "Regeneration",
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"core.bonus.FULL_HP_REGENERATION.description": "May regenerate to full health",
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"core.bonus.GARGOYLE.name": "Gargoyle",
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"core.bonus.GARGOYLE.description": "Cannot be rised or healed",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)",
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@ -211,7 +209,7 @@
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"core.bonus.HEALER.name": "Healer",
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"core.bonus.HEALER.description": "Heals allied units",
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"core.bonus.HP_REGENERATION.name": "Regeneration",
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"core.bonus.HP_REGENERATION.description": "Heals ${val} hit points every round",
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"core.bonus.HP_REGENERATION.description": "Heals ${SHval} hit points every round",
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"core.bonus.JOUSTING.name": "Champion Charge",
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"core.bonus.JOUSTING.description": "+${val}% damage per hex travelled",
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"core.bonus.KING.name": "King",
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@ -198,8 +198,6 @@
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"core.bonus.FLYING.description": "Kann fliegen (ignoriert Hindernisse)",
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"core.bonus.FREE_SHOOTING.name": "Nah schießen",
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"core.bonus.FREE_SHOOTING.description": "Kann im Nahkampf schießen",
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"core.bonus.FULL_HP_REGENERATION.name": "Regeneration",
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"core.bonus.FULL_HP_REGENERATION.description": "Kann auf volle Lebenspunkte regenerieren",
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"core.bonus.GARGOYLE.name": "Gargoyle",
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"core.bonus.GARGOYLE.description": "Kann nicht aufgerichtet oder geheilt werden",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Schaden vermindern (${val}%)",
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@ -209,7 +207,7 @@
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"core.bonus.HEALER.name": "Heiler",
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"core.bonus.HEALER.description": "Heilt verbündete Einheiten",
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"core.bonus.HP_REGENERATION.name": "Regeneration",
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"core.bonus.HP_REGENERATION.description": "Heilt ${val} Trefferpunkte jede Runde",
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"core.bonus.HP_REGENERATION.description": "Heilt ${SHval} Trefferpunkte jede Runde",
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"core.bonus.JOUSTING.name": "Champion Charge",
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"core.bonus.JOUSTING.description": "+${val}% Schaden pro zurückgelegtem Feld",
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"core.bonus.KING1.name": "König 1",
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@ -128,8 +128,6 @@
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"core.bonus.FLYING.description": "Może latać (ignoruje przeszkody)",
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"core.bonus.FREE_SHOOTING.name": "Bliski Strzał",
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"core.bonus.FREE_SHOOTING.description": "Może strzelać w zasięgu walki wręcz",
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"core.bonus.FULL_HP_REGENERATION.name": "Regeneracja",
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"core.bonus.FULL_HP_REGENERATION.description": "Może zregenerować się do pełni zdrowia",
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"core.bonus.GARGOYLE.name": "Gargulec",
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"core.bonus.GARGOYLE.description": "Nie może być wskrzeszony lub uleczony",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Zmniejsz obrażenia (${val}%)",
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@ -139,7 +137,7 @@
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"core.bonus.HEALER.name": "Uzdrowiciel",
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"core.bonus.HEALER.description": "Leczy sprzymierzone jednostki",
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"core.bonus.HP_REGENERATION.name": "Regeneracja",
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"core.bonus.HP_REGENERATION.description": "Leczy ${val} punktów zdrowia każdej rundy",
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"core.bonus.HP_REGENERATION.description": "Leczy ${SHval} punktów zdrowia każdej rundy",
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"core.bonus.JOUSTING.name": "Szarża Czempiona",
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"core.bonus.JOUSTING.description": "+${val}% obrażeń na przebytego heksa",
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"core.bonus.KING1.name": "Król 1",
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@ -213,8 +213,6 @@
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"core.bonus.FLYING.description": "Игнорирует препятствия на поле боя",
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"core.bonus.FREE_SHOOTING.name": "Стреляет вблизи",
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"core.bonus.FREE_SHOOTING.description": "Может стрелять в ближнем бою",
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"core.bonus.FULL_HP_REGENERATION.name": "Регенерация",
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"core.bonus.FULL_HP_REGENERATION.description": "Восстанавливает полное здоровье в начале своего хода",
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"core.bonus.GARGOYLE.name": "Бескровный",
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"core.bonus.GARGOYLE.description": "Не может быть исцелен и воскрешен",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Уменьшение урона (${val}%)",
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@ -224,7 +222,7 @@
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"core.bonus.HEALER.name": "Целитель",
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"core.bonus.HEALER.description": "Исцеляет дружественные юниты",
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"core.bonus.HP_REGENERATION.name": "Регенерация",
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"core.bonus.HP_REGENERATION.description": "Исцеляет ${val} очков здоровья каждый ход",
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"core.bonus.HP_REGENERATION.description": "Исцеляет ${SHval} очков здоровья каждый ход",
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"core.bonus.JOUSTING.name": "Разгон",
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"core.bonus.JOUSTING.description": "+${val}% урона за каждую пройденную клетку",
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"core.bonus.KING.name": "Король",
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@ -188,8 +188,6 @@
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"core.bonus.FLYING.description" : "Може літати (ігнорує перешкоди)",
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"core.bonus.FREE_SHOOTING.name" : "Стріляє впритул",
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"core.bonus.FREE_SHOOTING.description" : "Може стріляти в ближньому бою",
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"core.bonus.FULL_HP_REGENERATION.name" : "Регенерація",
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"core.bonus.FULL_HP_REGENERATION.description" : "Може регенерувати до повного здоров'я",
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"core.bonus.GARGOYLE.name" : "Горгулья",
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"core.bonus.GARGOYLE.description" : "Не може бути відроджена або зцілена",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name" : "Зменшує шкоду (${val}%)",
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@ -199,7 +197,7 @@
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"core.bonus.HEALER.name" : "Цілитель",
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"core.bonus.HEALER.description" : "Лікує союзників",
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"core.bonus.HP_REGENERATION.name" : "Регенерація",
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"core.bonus.HP_REGENERATION.description" : "Відновлює ${val} очок здоров'я кожного раунду",
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"core.bonus.HP_REGENERATION.description" : "Відновлює ${SHval} очок здоров'я кожного раунду",
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"core.bonus.JOUSTING.name" : "Турнірна перевага",
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"core.bonus.JOUSTING.description" : "+${val}% шкоди за кожен пройдений гекс",
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"core.bonus.KING.name" : "Король",
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@ -215,14 +215,6 @@
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},
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"FULL_HP_REGENERATION":
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{
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"graphics":
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{
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"icon": "zvs/Lib1.res/E_TROLL"
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}
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},
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"GARGOYLE":
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{
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"graphics":
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@ -92,8 +92,8 @@
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{
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"regenerate" :
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{
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"type" : "FULL_HP_REGENERATION",
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"subtype" : 1
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"type" : "HP_REGENERATION",
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"val" : 50
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}
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},
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"upgrades": ["wraith"],
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@ -120,8 +120,8 @@
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{
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"regenerate" :
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{
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"type" : "FULL_HP_REGENERATION",
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"subtype" : 1
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"type" : "HP_REGENERATION",
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"val" : 50
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},
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"drainsMana" :
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{
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@ -571,7 +571,8 @@
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{
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"regenerates" :
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{
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"type" : "FULL_HP_REGENERATION"
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"type" : "HP_REGENERATION",
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"val" : 50
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}
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},
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"graphics" :
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@ -85,6 +85,9 @@ std::string CBonusTypeHandler::bonusToString(const std::shared_ptr<Bonus> & bonu
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if (text.find("${MR}") != std::string::npos)
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boost::algorithm::replace_all(text, "${MR}", std::to_string(bearer->magicResistance()));
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if (text.find("${SHval}") != std::string::npos) //regeneration case
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boost::algorithm::replace_all(text, "${SHval}", std::to_string(std::min(static_cast<si32>(bearer->MaxHealth()),bearer->valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)))));
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return text;
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}
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@ -249,7 +249,6 @@ public:
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BONUS_NAME(FIRE_SHIELD) \
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BONUS_NAME(UNDEAD) \
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BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
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BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
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BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
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BONUS_NAME(LIFE_DRAIN) \
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BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
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@ -6704,9 +6704,7 @@ void CGameHandler::runBattle()
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bte.effect = Bonus::HP_REGENERATION;
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const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
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if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
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bte.val = lostHealth;
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else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
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if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
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bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
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if(bte.val) // anything to heal
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