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	hero specialty fixes continuation: changes requested during code review
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		| @@ -281,8 +281,6 @@ public: | ||||
| 	BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\ | ||||
| 	BONUS_NAME(MAXED_SPELL) /*val = id*/\ | ||||
| 	BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\ | ||||
| 	BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty like Aenin, additionalInfo = value to add*/\ | ||||
| 	BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty like Melody constant 3 luck, additionalInfo = value to fix.*/\ | ||||
| 	BONUS_NAME(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\ | ||||
| 	BONUS_NAME(DRAGON_NATURE) \ | ||||
| 	BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\ | ||||
| @@ -323,6 +321,8 @@ public: | ||||
| 	BONUS_NAME(SPECIAL_CRYSTAL_GENERATION) /*crystal dragon crystal generation*/ \ | ||||
| 	BONUS_NAME(NO_SPELLCAST_BY_DEFAULT) /*spellcast will not be default attack option for this creature*/ \ | ||||
| 	BONUS_NAME(GARGOYLE) /* gargoyle is special than NON_LIVING, cannot be rised or healed */ \ | ||||
| 	BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add*/\ | ||||
| 	BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.*/\ | ||||
|  | ||||
| 	/* end of list */ | ||||
|  | ||||
|   | ||||
| @@ -213,7 +213,8 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe | ||||
| 				power = std::max(5 - tier, 0); | ||||
| 				break; | ||||
| 			} | ||||
| 			if(m->isNegativeSpell()) { | ||||
| 			if(m->isNegativeSpell()) | ||||
| 			{ | ||||
| 				//negative spells like weakness are defined in json with negative numbers, so we need do same here | ||||
| 				power = -1 * power; | ||||
| 			} | ||||
| @@ -222,14 +223,14 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe | ||||
| 				b.val += power; | ||||
| 			} | ||||
| 		} | ||||
| 		else if(addedValueBonus) | ||||
| 		if(addedValueBonus) | ||||
| 		{ | ||||
| 			for(Bonus& b : buffer) | ||||
| 			{ | ||||
| 				b.val += addedValueBonus->additionalInfo[0]; | ||||
| 			} | ||||
| 		} | ||||
| 		else if(fixedValueBonus) | ||||
| 		if(fixedValueBonus) | ||||
| 		{ | ||||
| 			for(Bonus& b : buffer) | ||||
| 			{ | ||||
|   | ||||
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