mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
* creature window prints morale/luck for actual stack in battle (CStack), not stack as seen in hero screen (CStackInstance), fixes #1264
* creature abilities bonus properties are updated when the creature id is assigned * removed decrease morale ability from config file (it was duplicating the one from ZCRTRAIT.TXT
This commit is contained in:
parent
fc6e72dc75
commit
c85829a00c
@ -336,9 +336,9 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
|
||||
|
||||
//Stats
|
||||
morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
|
||||
morale->set(stack);
|
||||
morale->set(stackNode);
|
||||
luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
|
||||
luck->set(stack);
|
||||
luck->set(stackNode);
|
||||
|
||||
new CAnimImage("PSKIL42", 4, 0, 387, 51); //exp icon - Print it always?
|
||||
if (type) //not in fort window
|
||||
|
@ -362,12 +362,13 @@
|
||||
{
|
||||
"type" : "DRAGON_NATURE",
|
||||
},
|
||||
"descreaseMorale" :
|
||||
{
|
||||
"type" : "MORALE",
|
||||
"effectRange" : "ONLY_ENEMY_ARMY",
|
||||
"val" : -1
|
||||
},
|
||||
// morale decrease is already set in ZCRTRAIT TXT
|
||||
// "descreaseMorale" :
|
||||
// {
|
||||
// "type" : "MORALE",
|
||||
// "effectRange" : "ONLY_ENEMY_ARMY",
|
||||
// "val" : -1
|
||||
// },
|
||||
"age" :
|
||||
{
|
||||
"type" : "SPELL_AFTER_ATTACK",
|
||||
|
@ -132,6 +132,16 @@ bool CCreature::isItNativeTerrain(int terrain) const
|
||||
return VLC->townh->factions[faction]->nativeTerrain == terrain;
|
||||
}
|
||||
|
||||
void CCreature::setId(CreatureID ID)
|
||||
{
|
||||
idNumber = ID;
|
||||
BOOST_FOREACH(auto bonus, getExportedBonusList())
|
||||
{
|
||||
if(bonus->source == Bonus::CREATURE_ABILITY)
|
||||
bonus->sid = ID;
|
||||
}
|
||||
}
|
||||
|
||||
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
|
||||
{
|
||||
Bonus *nsf = new Bonus();
|
||||
@ -260,7 +270,7 @@ void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
|
||||
if(hasAbility("const_lowers_morale"))
|
||||
{
|
||||
JsonNode node = makeBonusNode("MORALE");
|
||||
node["val"].Float() = 1;
|
||||
node["val"].Float() = -1;
|
||||
node["effectRange"].String() = "ONLY_ENEMY_ARMY";
|
||||
creature["abilities"]["const_lowers_morale"] = node;
|
||||
}
|
||||
@ -326,7 +336,7 @@ std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
|
||||
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
|
||||
{
|
||||
auto object = loadFromJson(data);
|
||||
object->idNumber = CreatureID(creatures.size());
|
||||
object->setId(CreatureID(creatures.size()));
|
||||
object->iconIndex = object->idNumber + 2;
|
||||
|
||||
creatures.push_back(object);
|
||||
@ -342,7 +352,7 @@ void CCreatureHandler::loadObject(std::string scope, std::string name, const Jso
|
||||
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
|
||||
{
|
||||
auto object = loadFromJson(data);
|
||||
object->idNumber = CreatureID(index);
|
||||
object->setId(CreatureID(index));
|
||||
object->iconIndex = object->idNumber + 2;
|
||||
|
||||
if(data["hasDoubleWeek"].Bool()) //
|
||||
|
@ -107,6 +107,7 @@ public:
|
||||
|
||||
bool valid() const;
|
||||
|
||||
void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
|
||||
void addBonus(int val, Bonus::BonusType type, int subtype = -1);
|
||||
std::string nodeName() const override;
|
||||
|
||||
|
@ -1347,6 +1347,7 @@ DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
|
||||
{
|
||||
BOOST_FOREACH(Bonus &fromEffect, effect)
|
||||
{
|
||||
logBonus->traceStream() << s->nodeName() << " receives a new bonus: " << fromEffect.Description();
|
||||
s->addNewBonus( new Bonus(fromEffect));
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user