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Updated bonus documentation up to SPELL_AFTER_ATTACK
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@@ -130,9 +130,6 @@ class JsonNode;
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
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BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
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BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
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BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
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BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
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BONUS_NAME(BLOCK)\
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BONUS_NAME(DISGUISED) /* subtype - spell level */\
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BONUS_NAME(VISIONS) /* subtype - spell level */\
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BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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@@ -255,4 +252,4 @@ extern DLL_LINKAGE const std::map<std::string, BonusSource> bonusSourceMap;
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extern DLL_LINKAGE const std::map<std::string, BonusDuration::Type> bonusDurationMap;
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extern DLL_LINKAGE const std::map<std::string, BonusLimitEffect> bonusLimitEffect;
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VCMI_LIB_NAMESPACE_END
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VCMI_LIB_NAMESPACE_END
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