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Fixed #180. Minor tweaks.

This commit is contained in:
DjWarmonger 2011-06-18 15:43:28 +00:00
parent d4465ec929
commit c850ee6fe0
2 changed files with 5 additions and 3 deletions

View File

@ -335,9 +335,8 @@ void CCreatureWindow::showAll(SDL_Surface * to)
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
//if(c->shots)
// printLine(2, CGI->generaltexth->allTexts[198], c->shots);
if(stackNode->valOfBonuses(Bonus::SHOTS))
if(stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER)) //only for shooting units - important with wog exp shooters
printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
//TODO

View File

@ -1789,6 +1789,9 @@ SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance
if (spell->positiveness ==1 && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return SpellCasting::OK;
if ((spell->id == 41 || spell->id == 42) && subject->hasBonusOfType(Bonus::UNDEAD)) //undeads are immune to bless & curse
return SpellCasting::STACK_IMMUNE_TO_SPELL; //TODO: more general logic for new spells?
if (spell->fire)
{