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Moved the rest of creatures abilities to cr_abils.txt.

This commit is contained in:
Frank Zago 2009-07-10 02:42:18 +00:00
parent 1d816b2eb9
commit 7d9da8974d
2 changed files with 78 additions and 92 deletions

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@ -42,7 +42,15 @@
+ 37 RANDOM_GENIE_SPELLCASTER 0 0 0 //master genies cast spells
+ 38 BLOCKS_RETALIATION 0 0 0 //nagas block retaliation
+ 39 BLOCKS_RETALIATION 0 0 0 //naga queens block retaliation
+ 40 SPELL_IMMUNITY 0 50 0 //giants are immune to mind spells (sorrow)
+ 40 SPELL_IMMUNITY 0 59 0 //giants are immune to mind spells (berserk)
+ 40 SPELL_IMMUNITY 0 60 0 //giants are immune to mind spells (hypnotize)
+ 40 SPELL_IMMUNITY 0 61 0 //giants are immune to mind spells (forgetfulness)
+ 41 HATE 0 83 0 //titans hate black dragons
+ 41 SPELL_IMMUNITY 0 50 0 //titans are immune to mind spells (sorrow)
+ 41 SPELL_IMMUNITY 0 59 0 //titans are immune to mind spells (berserk)
+ 41 SPELL_IMMUNITY 0 60 0 //titans are immune to mind spells (hypnotize)
+ 41 SPELL_IMMUNITY 0 61 0 //titans are immune to mind spells (forgetfulness)
+ 43 MANA_CHANNELING 20 0 0 //familiars
+ 45 SPELL_LIKE_ATTACK 21 0 0 //magogs fire with fireballs
+ 47 BLOCKS_RETALIATION 0 0 0 //cerberus
@ -108,7 +116,47 @@
+ 110 BLOCKS_RETALIATION 0 0 0 //hydras
+ 111 ATTACKS_ALL_ADJACENT 0 0 0 //chaos hydras
+ 111 BLOCKS_RETALIATION 0 0 0 //chaos hydras
+ 112 MORE_DAMAGE_FROM_SPELL 100 17 0 //air elementals are vulnerable to lightning bolt
+ 112 MORE_DAMAGE_FROM_SPELL 100 19 0 //air elementals are vulnerable to chain lightning
+ 112 NON_LIVING 0 0 0 //air elementals are non-living
+ 112 SPELL_IMMUNITY 0 23 0 //air elementals are immune to meteor shower
+ 112 SPELL_IMMUNITY 0 50 0 //air elementals are immune to mind spells (sorrow)
+ 112 SPELL_IMMUNITY 0 59 0 //air elementals are immune to mind spells (berserk)
+ 112 SPELL_IMMUNITY 0 60 0 //air elementals are immune to mind spells (hypnotize)
+ 112 SPELL_IMMUNITY 0 61 0 //air elementals are immune to mind spells (forgetfulness)
+ 113 MORE_DAMAGE_FROM_SPELL 100 23 0 //earth elementals are vulnerable to meteor shower
+ 113 NON_LIVING 0 0 0 //earth elementals are non-living
+ 113 SPELL_IMMUNITY 0 17 0 //earth elementals are immune to lightning bolt
+ 113 SPELL_IMMUNITY 0 19 0 //earth elementals are immune to chain lightning
+ 113 SPELL_IMMUNITY 0 50 0 //earth elementals are immune to mind spells (sorrow)
+ 113 SPELL_IMMUNITY 0 59 0 //earth elementals are immune to mind spells (berserk)
+ 113 SPELL_IMMUNITY 0 60 0 //earth elementals are immune to mind spells (hypnotize)
+ 113 SPELL_IMMUNITY 0 61 0 //earth elementals are immune to mind spells (forgetfulness)
+ 114 FIRE_IMMUNITY 0 0 0 //fire elementals are immune to fire spells
+ 114 MORE_DAMAGE_FROM_SPELL 100 16 0 //fire elementals are vulnerable to ice bolt
+ 114 MORE_DAMAGE_FROM_SPELL 100 20 0 //fire elementals are vulnerable to frost ring
+ 114 NON_LIVING 0 0 0 //fire elementals are non-living
+ 114 SPELL_IMMUNITY 0 50 0 //fire elementals are immune to mind spells (sorrow)
+ 114 SPELL_IMMUNITY 0 59 0 //fire elementals are immune to mind spells (berserk)
+ 114 SPELL_IMMUNITY 0 60 0 //fire elementals are immune to mind spells (hypnotize)
+ 114 SPELL_IMMUNITY 0 61 0 //fire elementals are immune to mind spells (forgetfulness)
+ 115 DOUBLE_WIDE 0 0 0 //water elemental should be treated as double-wide
+ 115 MORE_DAMAGE_FROM_SPELL 100 13 0 //water elementals are vulnerable to fire wall
+ 115 MORE_DAMAGE_FROM_SPELL 100 21 0 //water elementals are vulnerable to fireball
+ 115 MORE_DAMAGE_FROM_SPELL 100 22 0 //water elementals are vulnerable to inferno
+ 115 MORE_DAMAGE_FROM_SPELL 100 29 0 //water elementals are vulnerable to fire shield
+ 115 NON_LIVING 0 0 0 //water elementals are non-living
+ 115 SPELL_IMMUNITY 0 16 0 //water elementals are immune to ice bolt
+ 115 SPELL_IMMUNITY 0 20 0 //water elementals are immune to frost ring
+ 115 SPELL_IMMUNITY 0 50 0 //water elementals are immune to mind spells (sorrow)
+ 115 SPELL_IMMUNITY 0 59 0 //water elementals are immune to mind spells (berserk)
+ 115 SPELL_IMMUNITY 0 60 0 //water elementals are immune to mind spells (hypnotize)
+ 115 SPELL_IMMUNITY 0 61 0 //water elementals are immune to mind spells (forgetfulness)
+ 116 NON_LIVING 0 0 0 //gold golems are non-living
+ 116 SPELL_DAMAGE_REDUCTION 85 -1 0 //gold golems reduce dmg from spells
+ 117 NON_LIVING 0 0 0 //diamond golems are non-living
+ 117 SPELL_DAMAGE_REDUCTION 95 -1 0 //diamond golems reduce dmg from spells
+ 121 LEVEL_SPELL_IMMUNITY 5 0 0 //magic elementals are immune to all spells
+ 123 DOUBLE_WIDE 0 0 0 //ice elemental should be treated as double-wide
+ 140 DOUBLE_WIDE 0 0 0 //boar should be treated as double-wide
+ 142 DOUBLE_WIDE 0 0 0 //nomads should be treated as double-wide
@ -116,6 +164,6 @@
+ 148 NOT_ACTIVE 0 0 0 //Ammo Cart
- 46 FLYING //hell hound doesn't fly
- 47 FLYING //cerberus doesn't fly
- 120 DOUBLE_WIDE 0 0 0 //psychic elemental
- 121 DOUBLE_WIDE 0 0 0 //magic elemental
- 120 DOUBLE_WIDE //psychic elemental
- 121 DOUBLE_WIDE //magic elemental
0

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@ -472,68 +472,6 @@ void CCreatureHandler::loadCreatures()
idToProjectileSpin[id] = spin;
}
inp2.close();
//TODO: create a tidy configuration file to control fixing unit abilities
/* creatures[115].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//water elemental should be treated as double-wide
creatures[123].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//ice elemental should be treated as double-wide
creatures[140].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//boar should be treated as double-wide
creatures[142].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//nomads should be treated as double-wide
creatures[46].abilities -= StackFeature::FLYING; //hell hound
creatures[47].abilities -= StackFeature::FLYING; //cerberus
*/
std::vector<int> mindSpells = getMindSpells();
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[40].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //giants are immune to mind spells
}
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[41].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //titans are immune to mind spells
}
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //air elementals are immune to mind spells
}
creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 23); //air elementals are immune to meteor shower
creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 17); //air elementals are vulnerable to lightning bolt
creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 19); //air elementals are vulnerable to chain lightning
creatures[112].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //air elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //earth elementals are immune to mind spells
}
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 17); //earth elementals are immune to lightning bolt
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 19); //earth elementals are immune to chain lightning
creatures[113].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 23); //earth elementals are vulnerable to meteor shower
creatures[113].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //earth elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[114].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //fire elementals are immune to mind spells
}
creatures[114].abilities += makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0); //fire elementals are immune to fire spells
creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 16); //fire elementals are vulnerable to ice bolt
creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 20); //fire elementals are vulnerable to frost ring
creatures[114].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //fire elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //water elementals are immune to mind spells
}
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 16); //water elementals are immune to ice bolt
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 20); //water elementals are immune to frost ring
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 13); //water elementals are vulnerable to fire wall
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 22); //water elementals are vulnerable to inferno
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 21); //water elementals are vulnerable to fireball
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMAGE_FROM_SPELL, 100, 29); //water elementals are vulnerable to fire shield
creatures[115].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //water elementals are non-living
creatures[116].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 85, -1); //gold golems reduce dmg from spells
creatures[116].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //gold golems are non-living
creatures[117].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 95, -1); //diamond golems reduce dmg from spells
creatures[117].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //diamond golems are non-living
creatures[121].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 5); //magic elementals are immune to all spells
//TODO: the rest of creatures
}
void CCreatureHandler::loadAnimationInfo()