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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Ability rename + bugfix + changelog extend

This commit is contained in:
Dydzio 2017-11-13 01:59:41 +01:00
parent eab8e8f869
commit da6d01b0c7
4 changed files with 22 additions and 17 deletions

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@ -13,6 +13,12 @@ GENERAL:
- BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
- SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
- MANUAL_CONTROL - grant manual control over war machine
- WIDE_BREATH - melee creature attacks affect many nearby hexes
- FIRST_STRIKE - creature counterattacks before attack if possible
- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
- DESTRUCTION - creature ability for killing extra units after hit, configurable
SPELLS:
* Implemented cumulative effects for spells

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@ -96,6 +96,12 @@
"description": "+${val} Defense when defending"
},
"DESTRUCTION":
{
"name": "Destruction",
"description": "Has ${val}% chance to kill extra units after attack"
},
"DOUBLE_DAMAGE_CHANCE":
{
"name": "Death Blow",
@ -420,12 +426,6 @@
"description": "This creature is vulnerable to synergy effect"
},
"TERMINATOR":
{
"name": "Terminator",
"description": "Has ${val}% chance to kill extra units after attack"
},
"TWO_HEX_ATTACK_BREATH":
{
"name": "Breath",

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@ -242,7 +242,7 @@ private:
BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
BONUS_NAME(TERMINATOR) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
/* end of list */

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@ -5417,22 +5417,21 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
sendAndApply(&victimInfo);
sendAndApply(&resurrectInfo);
}
if(attacker->hasBonusOfType(Bonus::TERMINATOR, 0) || attacker->hasBonusOfType(Bonus::TERMINATOR, 1))
if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
{
double chanceToTrigger = 0;
int amountToDie = 0;
if(attacker->hasBonusOfType(Bonus::TERMINATOR, 0)) //killing by percentage
if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
{
chanceToTrigger = attacker->valOfBonuses(Bonus::TERMINATOR, 0) / 100.0f;
int percentageToDie = attacker->getBonus(Selector::type(Bonus::TERMINATOR).And(Selector::subtype(0)))->additionalInfo;
amountToDie = defender->getCount() * (percentageToDie / 100.0);
chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
amountToDie = defender->getCount() * percentageToDie * 0.01f;
}
else if(attacker->hasBonusOfType(Bonus::TERMINATOR, 1)) //killing by count
else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
{
chanceToTrigger = attacker->valOfBonuses(Bonus::TERMINATOR, 1) / 100.0f;
amountToDie = attacker->getBonus(Selector::type(Bonus::TERMINATOR).And(Selector::subtype(1)))->additionalInfo;
chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
}
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
@ -5446,7 +5445,7 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
bsa.damageAmount = amountToDie * defender->getCreature()->MaxHealth();
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID::SLAYER;
attacker->prepareAttacked(bsa, getRandomGenerator());
defender->prepareAttacked(bsa, getRandomGenerator());
sendAndApply(&bsa);
}
}