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Support for loading custom bonuses, slightly less hardcoded Skeleton

Transformer
This commit is contained in:
Ivan Savenko
2025-06-09 12:53:44 +03:00
parent 51832c4fb9
commit a305ed28bb
12 changed files with 76 additions and 64 deletions

View File

@@ -3239,11 +3239,11 @@ bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance
//resulting creature - bone dragons or skeletons
CreatureID resCreature = CreatureID::SKELETON;
if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
&& !(s.hasBonusOfType(BonusType::UNDEAD)))
|| (s.getCreatureID() == CreatureID::HYDRA)
|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
resCreature = CreatureID::BONE_DRAGON;
if (!s.hasBonusOfType(BonusType::UNDEAD))
{
if (s.hasBonusOfType(BonusType::DRAGON_NATURE) || s.hasBonusOfType(BonusType::DRACONIC_SKELETON))
resCreature = CreatureID::BONE_DRAGON;
}
changeStackType(StackLocation(army->id, slot), resCreature.toCreature());
return true;
}