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Ability rename + bugfix + changelog extend
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@ -13,6 +13,12 @@ GENERAL:
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- BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
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- SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
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- MANUAL_CONTROL - grant manual control over war machine
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- WIDE_BREATH - melee creature attacks affect many nearby hexes
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- FIRST_STRIKE - creature counterattacks before attack if possible
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- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
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- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
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- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
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- DESTRUCTION - creature ability for killing extra units after hit, configurable
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SPELLS:
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* Implemented cumulative effects for spells
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@ -96,6 +96,12 @@
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"description": "+${val} Defense when defending"
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},
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"DESTRUCTION":
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{
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"name": "Destruction",
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"description": "Has ${val}% chance to kill extra units after attack"
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},
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"DOUBLE_DAMAGE_CHANCE":
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{
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"name": "Death Blow",
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@ -420,12 +426,6 @@
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"description": "This creature is vulnerable to synergy effect"
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},
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"TERMINATOR":
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{
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"name": "Terminator",
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"description": "Has ${val}% chance to kill extra units after attack"
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},
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"TWO_HEX_ATTACK_BREATH":
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{
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"name": "Breath",
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@ -242,7 +242,7 @@ private:
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BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
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BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
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BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
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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*/ \
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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*/ \
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/* end of list */
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@ -5417,22 +5417,21 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
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sendAndApply(&victimInfo);
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sendAndApply(&resurrectInfo);
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}
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if(attacker->hasBonusOfType(Bonus::TERMINATOR, 0) || attacker->hasBonusOfType(Bonus::TERMINATOR, 1))
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if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
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{
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double chanceToTrigger = 0;
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int amountToDie = 0;
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if(attacker->hasBonusOfType(Bonus::TERMINATOR, 0)) //killing by percentage
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if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
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{
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chanceToTrigger = attacker->valOfBonuses(Bonus::TERMINATOR, 0) / 100.0f;
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int percentageToDie = attacker->getBonus(Selector::type(Bonus::TERMINATOR).And(Selector::subtype(0)))->additionalInfo;
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amountToDie = defender->getCount() * (percentageToDie / 100.0);
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chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
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int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
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amountToDie = defender->getCount() * percentageToDie * 0.01f;
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}
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else if(attacker->hasBonusOfType(Bonus::TERMINATOR, 1)) //killing by count
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else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
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{
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chanceToTrigger = attacker->valOfBonuses(Bonus::TERMINATOR, 1) / 100.0f;
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amountToDie = attacker->getBonus(Selector::type(Bonus::TERMINATOR).And(Selector::subtype(1)))->additionalInfo;
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chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
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amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
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}
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vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
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@ -5446,7 +5445,7 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
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bsa.damageAmount = amountToDie * defender->getCreature()->MaxHealth();
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bsa.flags = BattleStackAttacked::SPELL_EFFECT;
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bsa.spellID = SpellID::SLAYER;
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attacker->prepareAttacked(bsa, getRandomGenerator());
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defender->prepareAttacked(bsa, getRandomGenerator());
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sendAndApply(&bsa);
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}
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}
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