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hero specialty fixes continuation: changes requested during code review

This commit is contained in:
MikeLodz
2021-02-13 16:02:42 +01:00
parent 38efbb345e
commit fe9412f845
2 changed files with 6 additions and 5 deletions

View File

@ -281,8 +281,6 @@ public:
BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\ BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
BONUS_NAME(MAXED_SPELL) /*val = id*/\ 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_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(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\
BONUS_NAME(DRAGON_NATURE) \ BONUS_NAME(DRAGON_NATURE) \
BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\ 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(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(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(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 */ /* end of list */

View File

@ -213,7 +213,8 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe
power = std::max(5 - tier, 0); power = std::max(5 - tier, 0);
break; break;
} }
if(m->isNegativeSpell()) { if(m->isNegativeSpell())
{
//negative spells like weakness are defined in json with negative numbers, so we need do same here //negative spells like weakness are defined in json with negative numbers, so we need do same here
power = -1 * power; power = -1 * power;
} }
@ -222,14 +223,14 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe
b.val += power; b.val += power;
} }
} }
else if(addedValueBonus) if(addedValueBonus)
{ {
for(Bonus& b : buffer) for(Bonus& b : buffer)
{ {
b.val += addedValueBonus->additionalInfo[0]; b.val += addedValueBonus->additionalInfo[0];
} }
} }
else if(fixedValueBonus) if(fixedValueBonus)
{ {
for(Bonus& b : buffer) for(Bonus& b : buffer)
{ {