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* WIP on event condition format
* Hero portrait serialization * Fix town spells serialization * Added support for float exponential part in Json * Added support for int64 in Json * Added basic Hero definitions serialization * Added rumors serialization * Advanced player info serialization. * Added Disposed heroes serialization, (!) not covered with tests yet * Added Local event serialization * Added Pandoras box serialization * Added Seer hut reward serialization * Added CQuest serialization * Added API for map object instance names serialization. * Added random dwelling options serialization * Advanced town options serialization * Advanced hero options serialization * More map format tests * A lot of fixes, cleanup and refactoring
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@@ -281,6 +281,7 @@ CHeroHandler::CHeroHandler()
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for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
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{
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VLC->modh->identifiers.registerObject("core", "skill", NSecondarySkill::names[i], i);
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VLC->modh->identifiers.registerObject("core", "secondarySkill", NSecondarySkill::names[i], i);
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}
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loadObstacles();
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loadTerrains();
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@@ -542,7 +543,7 @@ void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNod
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{
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auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
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object->ID = HeroTypeID(heroes.size());
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object->imageIndex = heroes.size() + 30; // 2 special frames + some extra portraits
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object->imageIndex = heroes.size() + GameConstants::HERO_PORTRAIT_SHIFT; // 2 special frames + some extra portraits
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heroes.push_back(object);
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