1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Some additional info for Stack Experience, fixes.

This commit is contained in:
DjWarmonger 2011-02-12 16:21:48 +00:00
parent fcdc3f0bdd
commit 7a49240520
3 changed files with 32 additions and 4 deletions

View File

@ -670,21 +670,46 @@ void CCreatureHandler::loadCreatures()
expRanks[0].push_back(it); expRanks[0].push_back(it);
for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
{ {
expRanks[0].push_back(expRanks[0][j-1] + dif); expRanks[0].push_back(expRanks[0][j-1] + it + dif);
dif += it/5; dif += it/5;
} }
for (int i = 1; i < 8; ++i) for (i = 1; i < 8; ++i)
{ {
dif = 0; dif = 0;
it = 1000 * i; it = 1000 * i;
expRanks[i].push_back(it); expRanks[i].push_back(it);
for (int j = 1; j < 10; ++j) for (int j = 1; j < 10; ++j)
{ {
expRanks[i].push_back(expRanks[i][j-1] + dif); expRanks[i].push_back(expRanks[i][j-1] + it + dif);
dif += it/5; dif += it/5;
} }
} }
buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
it = 0;
loadToIt (dump2, buf, it, 3); //ignore first line
maxExpPerBattle.resize(8);
si32 val;
for (i = 1; i < 8; ++i)
{
loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
loadToIt (dump2, buf, it, 4); //already calculated
loadToIt (val, buf, it, 4);
maxExpPerBattle[i] = (ui32)val;
loadToIt (val, buf, it, 4); //11th level
val += (si32)expRanks[i].back();
expRanks[i].push_back((ui32)val);
loadToIt (dump2, buf, it, 3); //crop comment
}
//skeleton gets exp penalty
creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
//exp for tier >7, rank 11
expRanks[0].push_back(14700);
expAfterUpgrade = 75; //percent
}//end of Stack Experience }//end of Stack Experience
//experiment - add 100 to attack for creatures of tier 1 //experiment - add 100 to attack for creatures of tier 1
// Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0); // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);

View File

@ -114,6 +114,8 @@ public:
std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?) std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //tiers same as above
si8 expAfterUpgrade;//multiplier in %
void loadCreatures(); void loadCreatures();
void loadAnimationInfo(); void loadAnimationInfo();

View File

@ -156,7 +156,8 @@ namespace PrimarySkill
BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\ BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\ BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
BONUS_NAME(DRAGON_NATURE) \ BONUS_NAME(DRAGON_NATURE) \
BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/ BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/
struct DLL_EXPORT Bonus struct DLL_EXPORT Bonus
{ {