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* artifact bonuses are read from config file now

* removed two commented-out methods
This commit is contained in:
mateuszb 2012-10-03 18:11:19 +00:00
parent 4bacd97497
commit 652ea4036e
7 changed files with 4143 additions and 3906 deletions

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@ -174,6 +174,39 @@ public:
{
h & static_cast<std::map<KeyT, ValT> &>(*this);
}
bmap()
{}
bmap(const typename std::map<KeyT, ValT>::_Myt& _Right)
: std::map(_Right)
{}
explicit bmap(const typename std::map<KeyT, ValT>::key_compare& _Pred)
: std::map(_Pred)
{}
bmap(const typename std::map<KeyT, ValT>::key_compare& _Pred, const typename std::map<KeyT, ValT>::allocator_type& _Al)
: std::map(_Pred, _Al)
{}
template<class _Iter>
bmap(_Iter _First, _Iter _Last)
: std::map<KeyT, ValT>(_First, _Last)
{}
template<class _Iter>
bmap(_Iter _First, _Iter _Last,
const typename std::map<KeyT, ValT>::key_compare& _Pred)
: std::map<KeyT, ValT>(_First, _Last, _Pred)
{}
template<class _Iter>
bmap(_Iter _First, _Iter _Last,
const typename std::map<KeyT, ValT>::key_compare& _Pred, const typename std::map<KeyT, ValT>::allocator_type& _Al)
: std::map<KeyT, ValT>(_First, _Last, _Pred, _Al)
{}
};
namespace vstd

File diff suppressed because it is too large Load Diff

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@ -591,326 +591,332 @@ void CArtHandler::makeItCommanderArt( TArtifactInstanceID aid, bool onlyCommande
void CArtHandler::addBonuses()
{
#define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,Bonus::PRIMARY_SKILL,val,whichSkill)
#define ART_MORALE(ID, val) giveArtBonus(ID,Bonus::MORALE,val)
#define ART_LUCK(ID, val) giveArtBonus(ID,Bonus::LUCK,val)
#define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,Bonus::MORALE_AND_LUCK,val)
#define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
#define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
#define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
// #define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,Bonus::PRIMARY_SKILL,val,whichSkill)
// #define ART_MORALE(ID, val) giveArtBonus(ID,Bonus::MORALE,val)
// #define ART_LUCK(ID, val) giveArtBonus(ID,Bonus::LUCK,val)
// #define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,Bonus::MORALE_AND_LUCK,val)
// #define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
// #define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
// #define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
//
// //Propagators/limiters used more than once
// auto battleWidePropagator = bonusPropagatorMap["BATTLE_WIDE"];
// auto visitedTownPropagator = bonusPropagatorMap["VISITED_TOWN_AND_VISITOR"];
//
// auto shooterOnlyLimiter = bonusLimiterMap["SHOOTER_ONLY"];
// auto dragonNatureLimiter = bonusLimiterMap["DRAGON_NATURE"];
// auto isUndeadLimiter = bonusLimiterMap["IS_UNDEAD"];
//Propagators/limiters used more than once
auto battleWidePropagator = make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE);
auto visitedTownPropagator = make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR);
auto shooterOnlyLimiter = make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER);
auto dragonNatureLimiter = make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE);
// const JsonNode config(ResourceID("config/artifacts.json"));
// BOOST_FOREACH(const JsonNode &artifact, config.Vector())
// {
// auto ga = artifacts[artifact["id"].Float()].get();
//
// BOOST_FOREACH (auto b, artifact["bonuses"].Vector())
// {
// ga->addNewBonus(ParseBonus (b["bonus"].Vector()));
// }
// }
//Attack bonus artifacts (Weapons)
ART_PRIM_SKILL(7,0,+2); //Centaur Axe
ART_PRIM_SKILL(8,0,+3); //Blackshard of the Dead Knight
ART_PRIM_SKILL(9,0,+4); //Greater Gnoll's Flail
ART_PRIM_SKILL(10,0,+5); //Ogre's Club of Havoc
ART_PRIM_SKILL(11,0,+6); //Sword of Hellfire
ART_PRIM_SKILL(12,0,+12); //Titan's Gladius
ART_PRIM_SKILL(12,1,-3); //Titan's Gladius
//Defense bonus artifacts (Shields)
ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
ART_PRIM_SKILL(14,1,+3); //Shield of the Yawning Dead
ART_PRIM_SKILL(15,1,+4); //Buckler of the Gnoll King
ART_PRIM_SKILL(16,1,+5); //Targ of the Rampaging Ogre
ART_PRIM_SKILL(17,1,+6); //Shield of the Damned
ART_PRIM_SKILL(18,1,+12); //Sentinel's Shield
ART_PRIM_SKILL(18,0,-3); //Sentinel's Shield
//Knowledge bonus artifacts (Helmets)
ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
ART_PRIM_SKILL(20,3,+2); //Skull Helmet
ART_PRIM_SKILL(21,3,+3); //Helm of Chaos
ART_PRIM_SKILL(22,3,+4); //Crown of the Supreme Magi
ART_PRIM_SKILL(23,3,+5); //Hellstorm Helmet
ART_PRIM_SKILL(24,3,+10); //Thunder Helmet
ART_PRIM_SKILL(24,2,-2); //Thunder Helmet
//Spell power bonus artifacts (Armours)
ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
ART_PRIM_SKILL(26,2,+2); //Rib Cage
ART_PRIM_SKILL(27,2,+3); //Scales of the Greater Basilisk
ART_PRIM_SKILL(28,2,+4); //Tunic of the Cyclops King
ART_PRIM_SKILL(29,2,+5); //Breastplate of Brimstone
ART_PRIM_SKILL(30,2,+10); //Titan's Cuirass
ART_PRIM_SKILL(30,3,-2); //Titan's Cuirass
//All primary skills (various)
ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
ART_ALL_PRIM_SKILLS(32,+2); //Sandals of the Saint
ART_ALL_PRIM_SKILLS(33,+3); //Celestial Necklace of Bliss
ART_ALL_PRIM_SKILLS(34,+4); //Lion's Shield of Courage
ART_ALL_PRIM_SKILLS(35,+5); //Sword of Judgement
ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
//Attack and Defense (various)
ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
ART_ATTACK_AND_DEFENSE(38,+2); //Red Dragon Flame Tongue
ART_ATTACK_AND_DEFENSE(39,+3); //Dragon Scale Shield
ART_ATTACK_AND_DEFENSE(40,+4); //Dragon Scale Armor
//Spell power and Knowledge (various)
ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
ART_POWER_AND_KNOWLEDGE(42,+2); //Dragon Wing Tabard
ART_POWER_AND_KNOWLEDGE(43,+3); //Necklace of Dragonteeth
ART_POWER_AND_KNOWLEDGE(44,+4); //Crown of Dragontooth
//Luck and morale
ART_MORALE(45,+1); //Still Eye of the Dragon
ART_LUCK(45,+1); //Still Eye of the Dragon
ART_LUCK(46,+1); //Clover of Fortune
ART_LUCK(47,+1); //Cards of Prophecy
ART_LUCK(48,+1); //Ladybird of Luck
ART_MORALE(49,+1); //Badge of Courage -> +1 morale
giveArtBonus(49,Bonus::MIND_IMMUNITY,0); //immunity to hostile mind spells:
ART_MORALE(50,+1); //Crest of Valor
ART_MORALE(51,+1); //Glyph of Gallantry
giveArtBonus(52,Bonus::SIGHT_RADIOUS,+1);//Speculum
giveArtBonus(53,Bonus::SIGHT_RADIOUS,+1);//Spyglass
//necromancy bonus
giveArtBonus(54,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Amulet of the Undertaker
giveArtBonus(55,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Vampire's Cowl
giveArtBonus(56,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Dead Man's Boots
giveArtBonus(57,Bonus::MAGIC_RESISTANCE,+5, 0);//Garniture of Interference
giveArtBonus(58,Bonus::MAGIC_RESISTANCE,+10, 0);//Surcoat of Counterpoise
giveArtBonus(59,Bonus::MAGIC_RESISTANCE,+15, 0);//Boots of Polarity
//archery bonus
giveArtBonus(60,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bow of Elven Cherrywood
giveArtBonus(61,Bonus::SECONDARY_SKILL_PREMY,+10,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bowstring of the Unicorn's Mane
giveArtBonus(62,Bonus::SECONDARY_SKILL_PREMY,+15,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Angel Feather Arrows
//eagle eye bonus
giveArtBonus(63,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Bird of Perception
giveArtBonus(64,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Stoic Watchman
giveArtBonus(65,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Emblem of Cognizance
//reducing cost of surrendering
giveArtBonus(66,Bonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
giveArtBonus(67,Bonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
giveArtBonus(68,Bonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
giveArtBonus(69,Bonus::STACKS_SPEED,+1);//Ring of the Wayfarer
giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
giveArtBonus(72,Bonus::FLYING_MOVEMENT, 0, 1);//Angel Wings
giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
giveArtBonus(75,Bonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
giveArtBonus(76,Bonus::SPELL_DURATION,+1);//Collar of Conjuring
giveArtBonus(77,Bonus::SPELL_DURATION,+2);//Ring of Conjuring
giveArtBonus(78,Bonus::SPELL_DURATION,+3);//Cape of Conjuring
giveArtBonus(79,Bonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
giveArtBonus(80,Bonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
giveArtBonus(81,Bonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
giveArtBonus(82,Bonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
giveArtBonus(83,createBonus(Bonus::BLOCK_MAGIC_ABOVE, 2, -1, Bonus::INDEPENDENT_MIN)->addPropagator(battleWidePropagator));//Recanter's Cloak
giveArtBonus(84,Bonus::BLOCK_MORALE,0);//Spirit of Oppression
giveArtBonus(85,Bonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
giveArtBonus(86,Bonus::FIRE_SPELLS,0);//Tome of Fire Magic
giveArtBonus(87,Bonus::AIR_SPELLS,0);//Tome of Air Magic
giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
giveArtBonus(91,Bonus::NO_DISTANCE_PENALTY,0, 0, 0, shooterOnlyLimiter);//Golden Bow
giveArtBonus(91,Bonus::NO_WALL_PENALTY, 0, 0, 0, shooterOnlyLimiter);
giveArtBonus(92,Bonus::SPELL_IMMUNITY,0,35);//Sphere of Permanence
giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
giveArtBonus(94,Bonus::STACK_HEALTH,+1);//Ring of Vitality
giveArtBonus(95,Bonus::STACK_HEALTH,+1);//Ring of Life
giveArtBonus(96,Bonus::STACK_HEALTH,+2);//Vial of Lifeblood
giveArtBonus(97,Bonus::STACKS_SPEED,+1);//Necklace of Swiftness
giveArtBonus(98,Bonus::LAND_MOVEMENT,+600);//Boots of Speed
giveArtBonus(99,Bonus::STACKS_SPEED,+2);//Cape of Velocity
giveArtBonus(100,Bonus::SPELL_IMMUNITY,0,Spells::BERSERK);//Pendant of Dispassion
giveArtBonus(101,Bonus::SPELL_IMMUNITY,0,Spells::BLIND);//Pendant of Second Sight
giveArtBonus(102,Bonus::SPELL_IMMUNITY,0,Spells::CURSE);//Pendant of Holiness
giveArtBonus(103,Bonus::SPELL_IMMUNITY,0,Spells::DEATH_RIPPLE);//Pendant of Life
giveArtBonus(104,Bonus::SPELL_IMMUNITY,0,Spells::DESTROY_UNDEAD, 1, make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));//Pendant of Death does not display info for living stacks
giveArtBonus(105,Bonus::SPELL_IMMUNITY,0,Spells::HYPNOTIZE);//Pendant of Free Will
giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,Spells::LIGHTNING_BOLT);//Pendant of Negativity
giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,Spells::CHAIN_LIGHTNING);//Pendant of Negativity
giveArtBonus(107,Bonus::SPELL_IMMUNITY,0,Spells::FORGETFULNESS);//Pendant of Total Recall
giveArtBonus(108,Bonus::MORALE,+3);//Pendant of Courage
giveArtBonus(108,Bonus::LUCK,+3);//Pendant of Courage
giveArtBonus(109,Bonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
giveArtBonus(110,Bonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
giveArtBonus(111,Bonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
giveArtBonus(112,Bonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
giveArtBonus(113,Bonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
giveArtBonus(114,Bonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
giveArtBonus(115,Bonus::GENERATE_RESOURCE,+1000, Res::GOLD); //Endless Sack of Gold
giveArtBonus(116,Bonus::GENERATE_RESOURCE,+750, Res::GOLD); //Endless Bag of Gold
giveArtBonus(117,Bonus::GENERATE_RESOURCE,+500, Res::GOLD); //Endless Purse of Gold
//Town will receive bonus if hero is visiting town or stays in its garrison.
giveArtBonus(118,Bonus::CREATURE_GROWTH,+5,1, visitedTownPropagator); //Legs of Legion
giveArtBonus(119,Bonus::CREATURE_GROWTH,+4,2, visitedTownPropagator); //Loins of Legion
giveArtBonus(120,Bonus::CREATURE_GROWTH,+3,3, visitedTownPropagator); //Torso of Legion
giveArtBonus(121,Bonus::CREATURE_GROWTH,+2,4, visitedTownPropagator); //Arms of Legion
giveArtBonus(122,Bonus::CREATURE_GROWTH,+1,5, visitedTownPropagator); //Head of Legion
//Sea Captain's Hat
giveArtBonus(123,Bonus::WHIRLPOOL_PROTECTION,0);
giveArtBonus(123,Bonus::SEA_MOVEMENT,+500);
giveArtBonus(123,Bonus::SPELL,3,0, Bonus::INDEPENDENT_MAX);
giveArtBonus(123,Bonus::SPELL,3,1, Bonus::INDEPENDENT_MAX);
giveArtBonus(124, Bonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
giveArtBonus(125, Bonus::BATTLE_NO_FLEEING,0, 0, battleWidePropagator); //Shackles of War
giveArtBonus(126, Bonus::BLOCK_ALL_MAGIC, 0, -1, battleWidePropagator);//Orb of Inhibition
//vial of dragon blood
giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::ATTACK, Bonus::BASE_NUMBER, dragonNatureLimiter);
giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::DEFENSE, Bonus::BASE_NUMBER, dragonNatureLimiter);
//Armageddon's Blade
giveArtBonus(128, Bonus::SPELL, 3, 26, Bonus::INDEPENDENT_MAX);
giveArtBonus(128, Bonus::SPELL_IMMUNITY,0, 26);
ART_ATTACK_AND_DEFENSE(128, +3);
ART_PRIM_SKILL(128, 2, +3);
ART_PRIM_SKILL(128, 3, +6);
//Angelic Alliance
giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 48); // Prayer
//Cloak of the Undead King
giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
//Elixir of Life
giveArtBonus(131, Bonus::STACK_HEALTH, +25, -1, Bonus::PERCENT_TO_BASE);
giveArtBonus(131, Bonus::HP_REGENERATION, +50);
//Armor of the Damned
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 54); // Slow
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 47); // Disrupting Ray
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 45); // Weakness
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 52); // Misfortune
// Statue of Legion - gives only 50% growth
giveArtBonus(133, Bonus::CREATURE_GROWTH_PERCENT, 50, -1, make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER));
//Power of the Dragon Father
giveArtBonus(134, Bonus::LEVEL_SPELL_IMMUNITY, 4, -1, Bonus::INDEPENDENT_MAX);
//Titan's Thunder
giveArtBonus(135, Bonus::SPELL, 3, 57);
//Admiral's Hat
giveArtBonus(136, Bonus::FREE_SHIP_BOARDING, 0);
//Bow of the Sharpshooter
giveArtBonus(137, Bonus::NO_DISTANCE_PENALTY, 0, 0, 0, shooterOnlyLimiter);
giveArtBonus(137, Bonus::NO_WALL_PENALTY, 0, 0, 0, shooterOnlyLimiter);
giveArtBonus(137, Bonus::FREE_SHOOTING, 0, 0, 0, shooterOnlyLimiter);
//Wizard's Well
giveArtBonus(138, Bonus::FULL_MANA_REGENERATION, 0);
//Ring of the Magi
giveArtBonus(139, Bonus::SPELL_DURATION, +50);
//Cornucopia
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::MERCURY);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::SULFUR);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::CRYSTAL);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::GEMS);
//Stack artifact test
if (VLC->modh->modules.STACK_ARTIFACT)
const JsonNode config(ResourceID("config/artifacts.json"));
BOOST_FOREACH(const JsonNode &artifact, config["artifacts"].Vector())
{
makeItCreatureArt(141);
makeItCreatureArt(142);
makeItCreatureArt(143);
makeItCreatureArt(156);
//Magic Wand
giveArtBonus(141, Bonus::CASTS, 10);
giveArtBonus(141, Bonus::SPELLCASTER, 0, Spells::IMPLOSION);
giveArtBonus(141, Bonus::SPELLCASTER, 0, Spells::FIREBALL);
giveArtBonus(141, Bonus::RANDOM_SPELLCASTER, 0);
giveArtBonus(141, Bonus::DAEMON_SUMMONING, 10, 63); //rise vampire lords
giveArtBonus(141, Bonus::ENCHANTER, 0, Spells::LIGHTNING_BOLT, NULL, 2);
giveArtBonus(141, Bonus::REBIRTH, 1, 1);
giveArtBonus(141, Bonus::MANA_DRAIN, 10);
giveArtBonus(141, Bonus::HEALER, 25);
artifacts[141].get()->setDescription ("Casts Implosion / Fireball, random Genie spell, summons Vampire Lords from corpses, casts Lighthning Bolt every 2 turns, rebirths at least one creature, drains enemy mana and heals");
//Tower Arrow
giveArtBonus(142, Bonus::NO_DISTANCE_PENALTY, 0);
giveArtBonus(142, Bonus::ADDITIONAL_ATTACK, 2);
giveArtBonus(142, Bonus::SPELL_LIKE_ATTACK, 1, Spells::INFERNO);
giveArtBonus(142, Bonus::CATAPULT, 0);
giveArtBonus(142, Bonus::ACID_BREATH, 20);
giveArtBonus(142, Bonus::SHOTS, 200, 0, Bonus::PERCENT_TO_BASE);
giveArtBonus(142, Bonus::SPELL_BEFORE_ATTACK, 50, Spells::AGE, NULL, 1);
giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::BERSERK, NULL, 1);
giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::POISON, NULL, 1);
giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::DISRUPTING_RAY, NULL, 1);
artifacts[142].get()->setDescription ("Triple shots, triple attack, casts various spells during attack, attacks have range of Inferno, no distance penalty, catapult");
//Monster's Power
giveArtBonus(143, Bonus::STACK_HEALTH, +100, -1, Bonus::PERCENT_TO_BASE);
giveArtBonus(143, Bonus::CREATURE_DAMAGE, +100, 2, Bonus::PERCENT_TO_ALL);
giveArtBonus(143, Bonus::HP_REGENERATION, 50);
giveArtBonus(143, Bonus::NO_RETALIATION, 0);
giveArtBonus(143, Bonus::RETURN_AFTER_STRIKE, 0);
giveArtBonus(143, Bonus::ATTACKS_ALL_ADJACENT, 0);
giveArtBonus(143, Bonus::SPELL_RESISTANCE_AURA, 100);
giveArtBonus(143, Bonus::DIRECT_DAMAGE_IMMUNITY, 0);
artifacts[143].get()->setDescription ("Double health, double max damage, hp regeneration, can't retaliate, return after strike, attack all around, 100% spell reisstance aura, immune to direct damage spells");
//Warlord's banner
giveArtBonus(156, Bonus::STACK_HEALTH, +2);
artifacts[156].get()->setDescription ("+2 stack HP");
}
if (VLC->modh->modules.COMMANDERS)
{
for (int i = 146; i <= 155; ++i)
auto ga = artifacts[artifact["id"].Float()].get();
BOOST_FOREACH (auto b, artifact["bonuses"].Vector())
{
makeItCommanderArt (i);
ga->addNewBonus(ParseBonus (b));
}
ART_PRIM_SKILL (146, 0, +6); //Axe of Smashing
giveArtBonus(147, Bonus::STACK_HEALTH, +12, -1, Bonus::PERCENT_TO_ALL); //Mithril Mail
giveArtBonus(148, Bonus::CREATURE_DAMAGE, +12, 0, Bonus::PERCENT_TO_ALL); //Sword of Sharpness
giveArtBonus(150, Bonus::CASTS, 1); //Pendant of Sorcery
giveArtBonus(151, Bonus::STACKS_SPEED, 1); //Boots of haste
ART_PRIM_SKILL (154, 0, +6); //Hardened Shield
if(artifact["type"].String() == "Creature")
makeItCreatureArt(ga->id);
else if(artifact["type"].String() == "Commander")
makeItCommanderArt(ga->id);
}
// //Attack bonus artifacts (Weapons)
// ART_PRIM_SKILL(7,0,+2); //Centaur Axe
// ART_PRIM_SKILL(8,0,+3); //Blackshard of the Dead Knight
// ART_PRIM_SKILL(9,0,+4); //Greater Gnoll's Flail
// ART_PRIM_SKILL(10,0,+5); //Ogre's Club of Havoc
// ART_PRIM_SKILL(11,0,+6); //Sword of Hellfire
// ART_PRIM_SKILL(12,0,+12); //Titan's Gladius
// ART_PRIM_SKILL(12,1,-3); //Titan's Gladius
//
// //Defense bonus artifacts (Shields)
// ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
// ART_PRIM_SKILL(14,1,+3); //Shield of the Yawning Dead
// ART_PRIM_SKILL(15,1,+4); //Buckler of the Gnoll King
// ART_PRIM_SKILL(16,1,+5); //Targ of the Rampaging Ogre
// ART_PRIM_SKILL(17,1,+6); //Shield of the Damned
// ART_PRIM_SKILL(18,1,+12); //Sentinel's Shield
// ART_PRIM_SKILL(18,0,-3); //Sentinel's Shield
//
// //Knowledge bonus artifacts (Helmets)
// ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
// ART_PRIM_SKILL(20,3,+2); //Skull Helmet
// ART_PRIM_SKILL(21,3,+3); //Helm of Chaos
// ART_PRIM_SKILL(22,3,+4); //Crown of the Supreme Magi
// ART_PRIM_SKILL(23,3,+5); //Hellstorm Helmet
// ART_PRIM_SKILL(24,3,+10); //Thunder Helmet
// ART_PRIM_SKILL(24,2,-2); //Thunder Helmet
//
// //Spell power bonus artifacts (Armours)
// ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
// ART_PRIM_SKILL(26,2,+2); //Rib Cage
// ART_PRIM_SKILL(27,2,+3); //Scales of the Greater Basilisk
// ART_PRIM_SKILL(28,2,+4); //Tunic of the Cyclops King
// ART_PRIM_SKILL(29,2,+5); //Breastplate of Brimstone
// ART_PRIM_SKILL(30,2,+10); //Titan's Cuirass
// ART_PRIM_SKILL(30,3,-2); //Titan's Cuirass
//
// //All primary skills (various)
// ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
// ART_ALL_PRIM_SKILLS(32,+2); //Sandals of the Saint
// ART_ALL_PRIM_SKILLS(33,+3); //Celestial Necklace of Bliss
// ART_ALL_PRIM_SKILLS(34,+4); //Lion's Shield of Courage
// ART_ALL_PRIM_SKILLS(35,+5); //Sword of Judgement
// ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
//
// //Attack and Defense (various)
// ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
// ART_ATTACK_AND_DEFENSE(38,+2); //Red Dragon Flame Tongue
// ART_ATTACK_AND_DEFENSE(39,+3); //Dragon Scale Shield
// ART_ATTACK_AND_DEFENSE(40,+4); //Dragon Scale Armor
//
// //Spell power and Knowledge (various)
// ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
// ART_POWER_AND_KNOWLEDGE(42,+2); //Dragon Wing Tabard
// ART_POWER_AND_KNOWLEDGE(43,+3); //Necklace of Dragonteeth
// ART_POWER_AND_KNOWLEDGE(44,+4); //Crown of Dragontooth
//
// //Luck and morale
// ART_MORALE(45,+1); //Still Eye of the Dragon
// ART_LUCK(45,+1); //Still Eye of the Dragon
// ART_LUCK(46,+1); //Clover of Fortune
// ART_LUCK(47,+1); //Cards of Prophecy
// ART_LUCK(48,+1); //Ladybird of Luck
// ART_MORALE(49,+1); //Badge of Courage -> +1 morale
// giveArtBonus(49,Bonus::MIND_IMMUNITY,0); //immunity to hostile mind spells:
// ART_MORALE(50,+1); //Crest of Valor
// ART_MORALE(51,+1); //Glyph of Gallantry
//
// giveArtBonus(52,Bonus::SIGHT_RADIOUS,+1);//Speculum
// giveArtBonus(53,Bonus::SIGHT_RADIOUS,+1);//Spyglass
//
// //necromancy bonus
// giveArtBonus(54,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Amulet of the Undertaker
// giveArtBonus(55,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Vampire's Cowl
// giveArtBonus(56,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Dead Man's Boots
//
// giveArtBonus(57,Bonus::MAGIC_RESISTANCE,+5, 0);//Garniture of Interference
// giveArtBonus(58,Bonus::MAGIC_RESISTANCE,+10, 0);//Surcoat of Counterpoise
// giveArtBonus(59,Bonus::MAGIC_RESISTANCE,+15, 0);//Boots of Polarity
//
// //archery bonus
// giveArtBonus(60,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bow of Elven Cherrywood
// giveArtBonus(61,Bonus::SECONDARY_SKILL_PREMY,+10,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bowstring of the Unicorn's Mane
// giveArtBonus(62,Bonus::SECONDARY_SKILL_PREMY,+15,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Angel Feather Arrows
//
// //eagle eye bonus
// giveArtBonus(63,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Bird of Perception
// giveArtBonus(64,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Stoic Watchman
// giveArtBonus(65,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Emblem of Cognizance
//
// //reducing cost of surrendering
// giveArtBonus(66,Bonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
// giveArtBonus(67,Bonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
// giveArtBonus(68,Bonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
//
// giveArtBonus(69,Bonus::STACKS_SPEED,+1);//Ring of the Wayfarer
//
// giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
// giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
// giveArtBonus(72,Bonus::FLYING_MOVEMENT, 0, 1);//Angel Wings
//
// giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
// giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
// giveArtBonus(75,Bonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
//
// giveArtBonus(76,Bonus::SPELL_DURATION,+1);//Collar of Conjuring
// giveArtBonus(77,Bonus::SPELL_DURATION,+2);//Ring of Conjuring
// giveArtBonus(78,Bonus::SPELL_DURATION,+3);//Cape of Conjuring
//
// giveArtBonus(79,Bonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
// giveArtBonus(80,Bonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
// giveArtBonus(81,Bonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
// giveArtBonus(82,Bonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
//
// giveArtBonus(83,createBonus(Bonus::BLOCK_MAGIC_ABOVE, 2, -1, Bonus::INDEPENDENT_MIN)->addPropagator(battleWidePropagator));//Recanter's Cloak
// giveArtBonus(84,Bonus::BLOCK_MORALE,0);//Spirit of Oppression
// giveArtBonus(85,Bonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
//
// giveArtBonus(86,Bonus::FIRE_SPELLS,0);//Tome of Fire Magic
// giveArtBonus(87,Bonus::AIR_SPELLS,0);//Tome of Air Magic
// giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
// giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
//
// giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
// giveArtBonus(91,Bonus::NO_DISTANCE_PENALTY,0, 0, 0, shooterOnlyLimiter);//Golden Bow
// giveArtBonus(91,Bonus::NO_WALL_PENALTY, 0, 0, 0, shooterOnlyLimiter);
// giveArtBonus(92,Bonus::SPELL_IMMUNITY,0,35);//Sphere of Permanence
// giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
//
// giveArtBonus(94,Bonus::STACK_HEALTH,+1);//Ring of Vitality
// giveArtBonus(95,Bonus::STACK_HEALTH,+1);//Ring of Life
// giveArtBonus(96,Bonus::STACK_HEALTH,+2);//Vial of Lifeblood
//
// giveArtBonus(97,Bonus::STACKS_SPEED,+1);//Necklace of Swiftness
// giveArtBonus(98,Bonus::LAND_MOVEMENT,+600);//Boots of Speed
// giveArtBonus(99,Bonus::STACKS_SPEED,+2);//Cape of Velocity
//
// giveArtBonus(100,Bonus::SPELL_IMMUNITY,0,Spells::BERSERK);//Pendant of Dispassion
// giveArtBonus(101,Bonus::SPELL_IMMUNITY,0,Spells::BLIND);//Pendant of Second Sight
// giveArtBonus(102,Bonus::SPELL_IMMUNITY,0,Spells::CURSE);//Pendant of Holiness
// giveArtBonus(103,Bonus::SPELL_IMMUNITY,0,Spells::DEATH_RIPPLE);//Pendant of Life
// giveArtBonus(104,Bonus::SPELL_IMMUNITY,0,Spells::DESTROY_UNDEAD, 1, isUndeadLimiter);//Pendant of Death does not display info for living stacks
// giveArtBonus(105,Bonus::SPELL_IMMUNITY,0,Spells::HYPNOTIZE);//Pendant of Free Will
// giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,Spells::LIGHTNING_BOLT);//Pendant of Negativity
// giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,Spells::CHAIN_LIGHTNING);//Pendant of Negativity
// giveArtBonus(107,Bonus::SPELL_IMMUNITY,0,Spells::FORGETFULNESS);//Pendant of Total Recall
// giveArtBonus(108,Bonus::MORALE,+3);//Pendant of Courage
// giveArtBonus(108,Bonus::LUCK,+3);//Pendant of Courage
//
// giveArtBonus(109,Bonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
// giveArtBonus(110,Bonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
// giveArtBonus(111,Bonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
// giveArtBonus(112,Bonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
// giveArtBonus(113,Bonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
// giveArtBonus(114,Bonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
// giveArtBonus(115,Bonus::GENERATE_RESOURCE,+1000, Res::GOLD); //Endless Sack of Gold
// giveArtBonus(116,Bonus::GENERATE_RESOURCE,+750, Res::GOLD); //Endless Bag of Gold
// giveArtBonus(117,Bonus::GENERATE_RESOURCE,+500, Res::GOLD); //Endless Purse of Gold
//
//
// //Town will receive bonus if hero is visiting town or stays in its garrison.
// giveArtBonus(118,Bonus::CREATURE_GROWTH,+5,1, visitedTownPropagator); //Legs of Legion
// giveArtBonus(119,Bonus::CREATURE_GROWTH,+4,2, visitedTownPropagator); //Loins of Legion
// giveArtBonus(120,Bonus::CREATURE_GROWTH,+3,3, visitedTownPropagator); //Torso of Legion
// giveArtBonus(121,Bonus::CREATURE_GROWTH,+2,4, visitedTownPropagator); //Arms of Legion
// giveArtBonus(122,Bonus::CREATURE_GROWTH,+1,5, visitedTownPropagator); //Head of Legion
//
// //Sea Captain's Hat
// giveArtBonus(123,Bonus::WHIRLPOOL_PROTECTION,0);
// giveArtBonus(123,Bonus::SEA_MOVEMENT,+500);
// giveArtBonus(123,Bonus::SPELL,3,0, Bonus::INDEPENDENT_MAX);
// giveArtBonus(123,Bonus::SPELL,3,1, Bonus::INDEPENDENT_MAX);
//
// giveArtBonus(124, Bonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
// giveArtBonus(125, Bonus::BATTLE_NO_FLEEING,0, 0, battleWidePropagator); //Shackles of War
// giveArtBonus(126, Bonus::BLOCK_ALL_MAGIC, 0, -1, battleWidePropagator);//Orb of Inhibition
//
// //vial of dragon blood
// giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::ATTACK, Bonus::BASE_NUMBER, dragonNatureLimiter);
// giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::DEFENSE, Bonus::BASE_NUMBER, dragonNatureLimiter);
//
// //Armageddon's Blade
// giveArtBonus(128, Bonus::SPELL, 3, 26, Bonus::INDEPENDENT_MAX);
// giveArtBonus(128, Bonus::SPELL_IMMUNITY,0, 26);
// ART_ATTACK_AND_DEFENSE(128, +3);
// ART_PRIM_SKILL(128, 2, +3);
// ART_PRIM_SKILL(128, 3, +6);
//
// //Angelic Alliance
// giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
// giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 48); // Prayer
//
// //Cloak of the Undead King
// giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
//
// //Elixir of Life
// giveArtBonus(131, Bonus::STACK_HEALTH, +25, -1, Bonus::PERCENT_TO_BASE);
// giveArtBonus(131, Bonus::HP_REGENERATION, +50);
//
// //Armor of the Damned
// giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 54); // Slow
// giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 47); // Disrupting Ray
// giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 45); // Weakness
// giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 52); // Misfortune
//
// // Statue of Legion - gives only 50% growth
// giveArtBonus(133, Bonus::CREATURE_GROWTH_PERCENT, 50, -1, make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER));
//
// //Power of the Dragon Father
// giveArtBonus(134, Bonus::LEVEL_SPELL_IMMUNITY, 4, -1, Bonus::INDEPENDENT_MAX);
//
// //Titan's Thunder
// giveArtBonus(135, Bonus::SPELL, 3, 57);
//
// //Admiral's Hat
// giveArtBonus(136, Bonus::FREE_SHIP_BOARDING, 0);
//
// //Bow of the Sharpshooter
// giveArtBonus(137, Bonus::NO_DISTANCE_PENALTY, 0, 0, 0, shooterOnlyLimiter);
// giveArtBonus(137, Bonus::NO_WALL_PENALTY, 0, 0, 0, shooterOnlyLimiter);
// giveArtBonus(137, Bonus::FREE_SHOOTING, 0, 0, 0, shooterOnlyLimiter);
//
// //Wizard's Well
// giveArtBonus(138, Bonus::FULL_MANA_REGENERATION, 0);
//
// //Ring of the Magi
// giveArtBonus(139, Bonus::SPELL_DURATION, +50);
//
// //Cornucopia
// giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::MERCURY);
// giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::SULFUR);
// giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::CRYSTAL);
// giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::GEMS);
//
//
// //Stack artifact test
// if (VLC->modh->modules.STACK_ARTIFACT)
// {
// makeItCreatureArt(141);
// makeItCreatureArt(142);
// makeItCreatureArt(143);
// makeItCreatureArt(156);
// //Magic Wand
// giveArtBonus(141, Bonus::CASTS, 10);
// giveArtBonus(141, Bonus::SPELLCASTER, 0, Spells::IMPLOSION);
// giveArtBonus(141, Bonus::SPELLCASTER, 0, Spells::FIREBALL);
// giveArtBonus(141, Bonus::RANDOM_SPELLCASTER, 0);
// giveArtBonus(141, Bonus::DAEMON_SUMMONING, 10, 63); //rise vampire lords
// giveArtBonus(141, Bonus::ENCHANTER, 0, Spells::LIGHTNING_BOLT, NULL, 2);
// giveArtBonus(141, Bonus::REBIRTH, 1, 1);
// giveArtBonus(141, Bonus::MANA_DRAIN, 10);
// giveArtBonus(141, Bonus::HEALER, 25);
// artifacts[141].get()->setDescription ("Casts Implosion / Fireball, random Genie spell, summons Vampire Lords from corpses, casts Lighthning Bolt every 2 turns, rebirths at least one creature, drains enemy mana and heals");
// //Tower Arrow
// giveArtBonus(142, Bonus::NO_DISTANCE_PENALTY, 0);
// giveArtBonus(142, Bonus::ADDITIONAL_ATTACK, 2);
// giveArtBonus(142, Bonus::SPELL_LIKE_ATTACK, 1, Spells::INFERNO);
// giveArtBonus(142, Bonus::CATAPULT, 0);
// giveArtBonus(142, Bonus::ACID_BREATH, 20);
// giveArtBonus(142, Bonus::SHOTS, 200, 0, Bonus::PERCENT_TO_BASE);
// giveArtBonus(142, Bonus::SPELL_BEFORE_ATTACK, 50, Spells::AGE, NULL, 1);
// giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::BERSERK, NULL, 1);
// giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::POISON, NULL, 1);
// giveArtBonus(142, Bonus::SPELL_AFTER_ATTACK, 50, Spells::DISRUPTING_RAY, NULL, 1);
// artifacts[142].get()->setDescription ("Triple shots, triple attack, casts various spells during attack, attacks have range of Inferno, no distance penalty, catapult");
// //Monster's Power
// giveArtBonus(143, Bonus::STACK_HEALTH, +100, -1, Bonus::PERCENT_TO_BASE);
// giveArtBonus(143, Bonus::CREATURE_DAMAGE, +100, 2, Bonus::PERCENT_TO_ALL);
// giveArtBonus(143, Bonus::HP_REGENERATION, 50);
// giveArtBonus(143, Bonus::NO_RETALIATION, 0);
// giveArtBonus(143, Bonus::RETURN_AFTER_STRIKE, 0);
// giveArtBonus(143, Bonus::ATTACKS_ALL_ADJACENT, 0);
// giveArtBonus(143, Bonus::SPELL_RESISTANCE_AURA, 100);
// giveArtBonus(143, Bonus::DIRECT_DAMAGE_IMMUNITY, 0);
// artifacts[143].get()->setDescription ("Double health, double max damage, hp regeneration, can't retaliate, return after strike, attack all around, 100% spell reisstance aura, immune to direct damage spells");
// //Warlord's banner
// giveArtBonus(156, Bonus::STACK_HEALTH, +2);
// artifacts[156].get()->setDescription ("+2 stack HP");
//
// }
// if (VLC->modh->modules.COMMANDERS)
// {
// for (int i = 146; i <= 155; ++i)
// {
// makeItCommanderArt (i);
// }
// ART_PRIM_SKILL (146, 0, +6); //Axe of Smashing
// giveArtBonus(147, Bonus::STACK_HEALTH, +12, -1, Bonus::PERCENT_TO_ALL); //Mithril Mail
// giveArtBonus(148, Bonus::CREATURE_DAMAGE, +12, 0, Bonus::PERCENT_TO_ALL); //Sword of Sharpness
// giveArtBonus(150, Bonus::CASTS, 1); //Pendant of Sorcery
// giveArtBonus(151, Bonus::STACKS_SPEED, 1); //Boots of haste
// ART_PRIM_SKILL (154, 0, +6); //Hardened Shield
// }
//
// JsonNode cfg;
// JsonNode artifs;
// BOOST_FOREACH(auto art, artifacts)
// {
// JsonNode jn;
@ -921,11 +927,19 @@ void CArtHandler::addBonuses()
// UnparseBonus(bn, b);
// jn["bonuses"].Vector().push_back(bn);
// }
// cfg.Vector().push_back(jn);
// }
//
// if(art->id < 140 || art-> id == 144 || art->id == 145 || art->id > 156)
// jn["type"].String() = "Hero";
// else if((art->id >= 141 && art->id < 144) || art->id == 156)
// jn["type"].String() = "Creature";
// else if(art-> id >= 146 && art->id <= 155)
// jn["type"].String() = "Commander";
//
// artifs.Vector().push_back(jn);
// }
// cfg["artifacts"] = artifs;
// std::ofstream artconfigOutput("config/artifacts.json");
// JsonWriter(artconfigOutput, cfg);
// JsonWriter(artconfigOutput, cfg);
}
void CArtHandler::clear()

View File

@ -219,8 +219,6 @@ public:
void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
void erasePickedArt (TArtifactInstanceID id);
bool isBigArtifact (TArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
// void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
// void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static int convertMachineID(int id, bool creToArt);
void makeItCreatureArt (TArtifactInstanceID aid, bool onlyCreature = true);

View File

@ -48,11 +48,12 @@ const std::map<std::string, int> bonusLimitEffect = boost::assign::map_list_of
BONUS_ITEM(ONLY_MELEE_FIGHT)
BONUS_ITEM(ONLY_ENEMY_ARMY);
const std::map<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
const bmap<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
("SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER))
("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE));
("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE))
("IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));
const std::map<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
const bmap<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
("BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE))
("VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR));

View File

@ -879,8 +879,8 @@ namespace Selector
}
extern DLL_LINKAGE const std::map<std::string, int> bonusNameMap, bonusValueMap, bonusSourceMap, bonusDurationMap, bonusLimitEffect;
extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
extern DLL_LINKAGE const bmap<std::string, TLimiterPtr> bonusLimiterMap;
extern DLL_LINKAGE const bmap<std::string, TPropagatorPtr> bonusPropagatorMap;
// BonusList template that requires full interface of CBonusSystemNode
template <class InputIterator>

View File

@ -992,50 +992,61 @@ Bonus * ParseBonus (const JsonNode &ability)
value = &ability["effectRange"];
if (!value->isNull())
b->valType = parseByMap(bonusValueMap, value, "effect range ");
b->valType = parseByMap(bonusLimitEffect, value, "effect range ");
value = &ability["duration"];
if (!value->isNull())
b->valType = parseByMap(bonusValueMap, value, "duration type ");
b->valType = parseByMap(bonusDurationMap, value, "duration type ");
value = &ability["source"];
if (!value->isNull())
b->valType = parseByMap(bonusValueMap, value, "source type ");
b->valType = parseByMap(bonusSourceMap, value, "source type ");
// value = &ability["limiter"];
// if (!value->isNull())
// b->limiter = parseByMap(bonusLimiterMap, value, "limiter type ");
//
//
// value = &ability["propagator"];
// if (!value->isNull())
// b->propagator = parseByMap(bonusLimiterMap, value, "propagator type ");
value = &ability["limiter"];
if (!value->isNull())
b->limiter = parseByMap(bonusLimiterMap, value, "limiter type ");
value = &ability["propagator"];
if (!value->isNull())
b->propagator = parseByMap(bonusPropagatorMap, value, "propagator type ");
return b;
}
//returns first Key with value equal to given one
template<class Key, class Val>
Key reverseMapFirst(const Val & val, const std::map<Key, Val> map)
{
BOOST_FOREACH(auto it, map)
{
if(it.second == val)
{
return it.first;
}
}
assert(0);
return "";
}
DLL_LINKAGE void UnparseBonus( JsonNode &node, const Bonus * bonus )
{
auto reverseMap = [](const int & val, const std::map<std::string, int> map) -> std::string
{
BOOST_FOREACH(auto it, map)
{
if(it.second == val)
{
return it.first;
}
}
assert(0);
return "";
};
node["type"].String() = reverseMap(bonus->type, bonusNameMap);
node["type"].String() = reverseMapFirst<std::string, int>(bonus->type, bonusNameMap);
node["subtype"].Float() = bonus->subtype;
node["val"].Float() = bonus->val;
node["valueType"].String() = reverseMap(bonus->valType, bonusValueMap);
node["valueType"].String() = reverseMapFirst<std::string, int>(bonus->valType, bonusValueMap);
node["additionalInfo"].Float() = bonus->additionalInfo;
node["turns"].Float() = bonus->turnsRemain;
node["sourceID"].Float() = bonus->source;
node["description"].String() = bonus->description;
node["effectRange"].String() = reverseMap(bonus->effectRange, bonusLimitEffect);
node["duration"].String() = reverseMap(bonus->duration, bonusDurationMap);
node["source"].String() = reverseMap(bonus->source, bonusSourceMap);
node["effectRange"].String() = reverseMapFirst<std::string, int>(bonus->effectRange, bonusLimitEffect);
node["duration"].String() = reverseMapFirst<std::string, int>(bonus->duration, bonusDurationMap);
node["source"].String() = reverseMapFirst<std::string, int>(bonus->source, bonusSourceMap);
if(bonus->limiter != nullptr)
{
node["limiter"].String() = reverseMapFirst<std::string, TLimiterPtr>(bonus->limiter, bonusLimiterMap);
}
if(bonus->propagator != nullptr)
{
node["propagator"].String() = reverseMapFirst<std::string, TPropagatorPtr>(bonus->propagator, bonusPropagatorMap);
}
}