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Moved the rest of creatures abilities to cr_abils.txt.
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@ -42,7 +42,15 @@
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+ 37 RANDOM_GENIE_SPELLCASTER 0 0 0 //master genies cast spells
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+ 37 RANDOM_GENIE_SPELLCASTER 0 0 0 //master genies cast spells
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+ 38 BLOCKS_RETALIATION 0 0 0 //nagas block retaliation
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+ 38 BLOCKS_RETALIATION 0 0 0 //nagas block retaliation
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+ 39 BLOCKS_RETALIATION 0 0 0 //naga queens block retaliation
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+ 39 BLOCKS_RETALIATION 0 0 0 //naga queens block retaliation
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+ 40 SPELL_IMMUNITY 0 50 0 //giants are immune to mind spells (sorrow)
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+ 40 SPELL_IMMUNITY 0 59 0 //giants are immune to mind spells (berserk)
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+ 40 SPELL_IMMUNITY 0 60 0 //giants are immune to mind spells (hypnotize)
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+ 40 SPELL_IMMUNITY 0 61 0 //giants are immune to mind spells (forgetfulness)
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+ 41 HATE 0 83 0 //titans hate black dragons
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+ 41 HATE 0 83 0 //titans hate black dragons
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+ 41 SPELL_IMMUNITY 0 50 0 //titans are immune to mind spells (sorrow)
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+ 41 SPELL_IMMUNITY 0 59 0 //titans are immune to mind spells (berserk)
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+ 41 SPELL_IMMUNITY 0 60 0 //titans are immune to mind spells (hypnotize)
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+ 41 SPELL_IMMUNITY 0 61 0 //titans are immune to mind spells (forgetfulness)
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+ 43 MANA_CHANNELING 20 0 0 //familiars
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+ 43 MANA_CHANNELING 20 0 0 //familiars
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+ 45 SPELL_LIKE_ATTACK 21 0 0 //magogs fire with fireballs
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+ 45 SPELL_LIKE_ATTACK 21 0 0 //magogs fire with fireballs
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+ 47 BLOCKS_RETALIATION 0 0 0 //cerberus
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+ 47 BLOCKS_RETALIATION 0 0 0 //cerberus
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@ -108,7 +116,47 @@
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+ 110 BLOCKS_RETALIATION 0 0 0 //hydras
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+ 110 BLOCKS_RETALIATION 0 0 0 //hydras
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+ 111 ATTACKS_ALL_ADJACENT 0 0 0 //chaos hydras
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+ 111 ATTACKS_ALL_ADJACENT 0 0 0 //chaos hydras
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+ 111 BLOCKS_RETALIATION 0 0 0 //chaos hydras
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+ 111 BLOCKS_RETALIATION 0 0 0 //chaos hydras
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+ 112 MORE_DAMAGE_FROM_SPELL 100 17 0 //air elementals are vulnerable to lightning bolt
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+ 112 MORE_DAMAGE_FROM_SPELL 100 19 0 //air elementals are vulnerable to chain lightning
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+ 112 NON_LIVING 0 0 0 //air elementals are non-living
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+ 112 SPELL_IMMUNITY 0 23 0 //air elementals are immune to meteor shower
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+ 112 SPELL_IMMUNITY 0 50 0 //air elementals are immune to mind spells (sorrow)
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+ 112 SPELL_IMMUNITY 0 59 0 //air elementals are immune to mind spells (berserk)
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+ 112 SPELL_IMMUNITY 0 60 0 //air elementals are immune to mind spells (hypnotize)
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+ 112 SPELL_IMMUNITY 0 61 0 //air elementals are immune to mind spells (forgetfulness)
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+ 113 MORE_DAMAGE_FROM_SPELL 100 23 0 //earth elementals are vulnerable to meteor shower
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+ 113 NON_LIVING 0 0 0 //earth elementals are non-living
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+ 113 SPELL_IMMUNITY 0 17 0 //earth elementals are immune to lightning bolt
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+ 113 SPELL_IMMUNITY 0 19 0 //earth elementals are immune to chain lightning
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+ 113 SPELL_IMMUNITY 0 50 0 //earth elementals are immune to mind spells (sorrow)
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+ 113 SPELL_IMMUNITY 0 59 0 //earth elementals are immune to mind spells (berserk)
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+ 113 SPELL_IMMUNITY 0 60 0 //earth elementals are immune to mind spells (hypnotize)
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+ 113 SPELL_IMMUNITY 0 61 0 //earth elementals are immune to mind spells (forgetfulness)
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+ 114 FIRE_IMMUNITY 0 0 0 //fire elementals are immune to fire spells
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+ 114 MORE_DAMAGE_FROM_SPELL 100 16 0 //fire elementals are vulnerable to ice bolt
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+ 114 MORE_DAMAGE_FROM_SPELL 100 20 0 //fire elementals are vulnerable to frost ring
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+ 114 NON_LIVING 0 0 0 //fire elementals are non-living
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+ 114 SPELL_IMMUNITY 0 50 0 //fire elementals are immune to mind spells (sorrow)
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+ 114 SPELL_IMMUNITY 0 59 0 //fire elementals are immune to mind spells (berserk)
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+ 114 SPELL_IMMUNITY 0 60 0 //fire elementals are immune to mind spells (hypnotize)
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+ 114 SPELL_IMMUNITY 0 61 0 //fire elementals are immune to mind spells (forgetfulness)
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+ 115 DOUBLE_WIDE 0 0 0 //water elemental should be treated as double-wide
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+ 115 DOUBLE_WIDE 0 0 0 //water elemental should be treated as double-wide
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+ 115 MORE_DAMAGE_FROM_SPELL 100 13 0 //water elementals are vulnerable to fire wall
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+ 115 MORE_DAMAGE_FROM_SPELL 100 21 0 //water elementals are vulnerable to fireball
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+ 115 MORE_DAMAGE_FROM_SPELL 100 22 0 //water elementals are vulnerable to inferno
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+ 115 MORE_DAMAGE_FROM_SPELL 100 29 0 //water elementals are vulnerable to fire shield
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+ 115 NON_LIVING 0 0 0 //water elementals are non-living
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+ 115 SPELL_IMMUNITY 0 16 0 //water elementals are immune to ice bolt
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+ 115 SPELL_IMMUNITY 0 20 0 //water elementals are immune to frost ring
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+ 115 SPELL_IMMUNITY 0 50 0 //water elementals are immune to mind spells (sorrow)
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+ 115 SPELL_IMMUNITY 0 59 0 //water elementals are immune to mind spells (berserk)
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+ 115 SPELL_IMMUNITY 0 60 0 //water elementals are immune to mind spells (hypnotize)
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+ 115 SPELL_IMMUNITY 0 61 0 //water elementals are immune to mind spells (forgetfulness)
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+ 116 NON_LIVING 0 0 0 //gold golems are non-living
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+ 116 SPELL_DAMAGE_REDUCTION 85 -1 0 //gold golems reduce dmg from spells
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+ 117 NON_LIVING 0 0 0 //diamond golems are non-living
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+ 117 SPELL_DAMAGE_REDUCTION 95 -1 0 //diamond golems reduce dmg from spells
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+ 121 LEVEL_SPELL_IMMUNITY 5 0 0 //magic elementals are immune to all spells
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+ 123 DOUBLE_WIDE 0 0 0 //ice elemental should be treated as double-wide
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+ 123 DOUBLE_WIDE 0 0 0 //ice elemental should be treated as double-wide
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+ 140 DOUBLE_WIDE 0 0 0 //boar should be treated as double-wide
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+ 140 DOUBLE_WIDE 0 0 0 //boar should be treated as double-wide
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+ 142 DOUBLE_WIDE 0 0 0 //nomads should be treated as double-wide
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+ 142 DOUBLE_WIDE 0 0 0 //nomads should be treated as double-wide
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@ -116,6 +164,6 @@
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+ 148 NOT_ACTIVE 0 0 0 //Ammo Cart
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+ 148 NOT_ACTIVE 0 0 0 //Ammo Cart
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- 46 FLYING //hell hound doesn't fly
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- 46 FLYING //hell hound doesn't fly
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- 47 FLYING //cerberus doesn't fly
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- 47 FLYING //cerberus doesn't fly
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- 120 DOUBLE_WIDE 0 0 0 //psychic elemental
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- 120 DOUBLE_WIDE //psychic elemental
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- 121 DOUBLE_WIDE 0 0 0 //magic elemental
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- 121 DOUBLE_WIDE //magic elemental
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0
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0
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@ -472,68 +472,6 @@ void CCreatureHandler::loadCreatures()
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idToProjectileSpin[id] = spin;
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idToProjectileSpin[id] = spin;
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}
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}
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inp2.close();
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inp2.close();
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//TODO: create a tidy configuration file to control fixing unit abilities
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/* creatures[115].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//water elemental should be treated as double-wide
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creatures[123].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//ice elemental should be treated as double-wide
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creatures[140].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//boar should be treated as double-wide
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creatures[142].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//nomads should be treated as double-wide
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creatures[46].abilities -= StackFeature::FLYING; //hell hound
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creatures[47].abilities -= StackFeature::FLYING; //cerberus
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*/
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std::vector<int> mindSpells = getMindSpells();
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[40].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //giants are immune to mind spells
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}
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[41].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //titans are immune to mind spells
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}
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //air elementals are immune to mind spells
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}
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creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 23); //air elementals are immune to meteor shower
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creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 17); //air elementals are vulnerable to lightning bolt
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creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 19); //air elementals are vulnerable to chain lightning
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creatures[112].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //air elementals are non-living
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //earth elementals are immune to mind spells
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}
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creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 17); //earth elementals are immune to lightning bolt
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creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 19); //earth elementals are immune to chain lightning
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creatures[113].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 23); //earth elementals are vulnerable to meteor shower
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creatures[113].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //earth elementals are non-living
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[114].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //fire elementals are immune to mind spells
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}
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creatures[114].abilities += makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0); //fire elementals are immune to fire spells
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creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 16); //fire elementals are vulnerable to ice bolt
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creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 20); //fire elementals are vulnerable to frost ring
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creatures[114].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //fire elementals are non-living
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for(int g=0; g<mindSpells.size(); ++g)
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{
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creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //water elementals are immune to mind spells
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}
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creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 16); //water elementals are immune to ice bolt
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creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 20); //water elementals are immune to frost ring
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creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 13); //water elementals are vulnerable to fire wall
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creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 22); //water elementals are vulnerable to inferno
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creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 21); //water elementals are vulnerable to fireball
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creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 29); //water elementals are vulnerable to fire shield
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creatures[115].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //water elementals are non-living
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creatures[116].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 85, -1); //gold golems reduce dmg from spells
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creatures[116].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //gold golems are non-living
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creatures[117].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 95, -1); //diamond golems reduce dmg from spells
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creatures[117].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //diamond golems are non-living
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creatures[121].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 5); //magic elementals are immune to all spells
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//TODO: the rest of creatures
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}
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}
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void CCreatureHandler::loadAnimationInfo()
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void CCreatureHandler::loadAnimationInfo()
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