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Commit Graph

34 Commits

Author SHA1 Message Date
Konstantin
b0d2787e86 vcmi: remove DIRECT_DAMAGE_IMMUNITY bonus
Replace by SPELL_DAMAGE_REDUCTION bonus with 100 value
2023-05-05 18:57:40 +03:00
Konstantin P
384ee99834 vcmi: configurable teleport v2
1. Redesign wall and teleport penalty using shortest path
This will avoid OH3 exploits with teleport inside walls

2. Teleport is now configurable
2023-04-13 11:24:19 +03:00
Konstantin
198df21ae3 vcmi: remove old landmine property 2023-04-13 11:24:19 +03:00
Konstantin
d8a237ba46 vcmi: add getTrigger method to obstacles
Fixes advanced remove obstacle spell
2023-03-31 01:01:26 +03:00
Konstantin
50dab1f049 vcmi: convert fireWall and landMine
convert fireWall and landMine to new
trigger system. Now landmines correctly removed
after exploding
2023-03-31 01:01:25 +03:00
Konstantin
57c35f39ca WIP: Moat placer 2023-03-30 14:41:40 +03:00
Konstantin
a75ff91a50 vcmi: remove old string from config 2023-03-26 21:17:58 +03:00
Konstantin
9205ef2c91 vcmi: skill-agnostic ballistics
Made ballistics by using spell action and more code is shared now.
2023-03-16 16:46:41 +03:00
Ivan Savenko
063b8732ff Save compatibility with main branch 2022-12-25 18:07:08 +02:00
Ivan Savenko
52fc5b3c39 Exploded mines now send ACTIVATE flag to client to play effect 2022-12-17 19:37:00 +02:00
Ivan Savenko
fb3a08e0a6 Added fading animation for fade-in effect for summons 2022-12-14 12:04:37 +02:00
Ivan Savenko
e791323502 Implemented placement sound for obstacles 2022-12-13 21:31:49 +02:00
Ivan Savenko
15051c33ce Remove casting sound from quick sands - should be applied on obstacle
creation
2022-12-02 01:57:04 +02:00
Andruids
728ee73612 Fixed Gargoyles immunity, issue 3112.
Gargoyles should be resistant to the same effects that NON_LIVING creature are, minus mind spells. It also shouldn't be affected by Resurrection and Sacrifice spells, and Elixir of Life.
2020-05-07 21:20:36 +03:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00
AlexVinS
1c33bd42a9 Revert "Denied healing/resurrection of hypnotized creatures."
This reverts commit db2663613c.

Resurrection of own stack is allowed even if control is lost.
2016-09-29 23:16:19 +03:00
AlexVinS
db2663613c Denied healing/resurrection of hypnotized creatures. 2016-09-29 19:15:57 +03:00
AlexVinS
13aedac3f4 Fixed war machines spell immunity.
* Should fix http://bugs.vcmi.eu/view.php?id=2407
2016-09-05 05:21:13 +03:00
AlexVinS
075b65b31b Use dummy animations 2015-09-12 21:09:53 +03:00
AlexVinS
368401ca07 Fix removeObstacle configuration
* fixes 0002165
2015-04-11 14:34:09 +03:00
AlexVinS
724baed55b fix typo 2015-04-11 10:19:35 +03:00
AlexVinS
0a391cd367 Tweak DISPELL config
* make it positive and non-smart on adv and expert level,
  as it should work on ally creatures on basic level and on all for higher levels
2015-04-11 10:19:30 +03:00
AlexVinS
9600446cf9 +smart target, +hit animation 2015-03-18 17:48:32 +03:00
ArseniyShestakov
96d57fc954 War Machines: replace immunity with absoluteImmunity
This commit replace SIEGE_WEAPON immunity with absoluteImmunity for following spells: Haste, Slow, Death Ripple, Clone, Teleport
2015-02-07 16:02:15 +03:00
AlexVinS
8f84e24aa6 Get rid of mainEffectAnim 2014-11-28 01:03:25 +03:00
AlexVinS
16d08b062a First draft of spell animation configuration 2014-11-26 22:25:13 +03:00
AlexVinS
752965ff69 Merge branch 'develop' into SpellsRefactoring4
Conflicts:
	lib/CSpellHandler.cpp
2014-11-14 05:28:23 +03:00
AlexVinS
8979de7960 Fix issue #1843 (teleport case) 2014-11-14 03:07:14 +03:00
AlexVinS
ce8fa33efc Introduced new spell configuration options (not used yet) 2014-11-13 13:37:42 +03:00
AlexVinS
e90fae9638 More simplification to spell configuration using inheritance semantic. 2014-05-18 21:16:10 +04:00
AlexVinS
dca047cb52 Simplify other.json
* also fix CURE: expert cure is massive spell
2014-05-18 19:19:54 +04:00
AlexVinS
950ca1156a Use absoluteLimit
* all "old" limits are now absolute
2014-05-18 17:55:26 +04:00
AlexVinS
0412fe29b0 Tweak absolute immunities for spells accordint to FizMiG 2014-05-18 11:25:09 +04:00
AlexVinS
1d7c63da57 Split spell config.
It`s aready large and will grow more.
2014-05-07 03:58:57 +04:00