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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-27 21:49:10 +02:00

33 Commits

Author SHA1 Message Date
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
FeniksFire
1331c81a8b Update graphics for QuickRecruitmentWindow
Adding graphics maded by edeksumo
2018-01-13 09:49:29 +01:00
FeniksFire
bf4024c3ac Adding bacground for QuickRecruitmentWindow
Adding bacground for CreaturePurchaseCard in QuickRecruitmentWindow
2017-12-23 13:15:05 +01:00
DjWarmonger
db13d7a708 Version 0.99 updates. 2016-11-01 18:25:09 +01:00
DjWarmonger
6122186efa Removed old template duplicated by new package. 2016-09-04 13:31:04 +02:00
AlexVinS
0c21efb202 Start integration of map format into engine 2016-02-09 20:20:03 +03:00
DjWarmonger
c6f714db9c Fixed generation of CPU teams. 2015-06-01 21:57:43 +02:00
DjWarmonger
34a59a2788 - Fixed issues with number of players selection
- Added new template for testing multiple players
2015-05-27 18:58:14 +02:00
DjWarmonger
4388566342 Now each map template is separate submod 2015-05-26 19:04:15 +02:00
DjWarmonger
2e70d8a084 - VCMI will now read templates from mods
- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
ArseniyShestakov
7dc0fbcca7 Improved Quest Log window graphics
Source can be found in vcmi-assets repository
2015-02-14 00:47:22 +03:00
AlexVinS
53016300ca Restore files accidentely deleted in 01491f9f1e 2014-11-06 22:23:49 +03:00
DjWarmonger
01491f9f1e Fixed #1718 2014-10-01 14:20:00 +02:00
Ivan Savenko
9f5704f8ba Uploaded recreated stack queue backgrounds 2014-07-14 22:38:13 +03:00
Ivan Savenko
52da593292 New resolution selection button 2014-07-14 21:49:52 +03:00
Ivan Savenko
5111bff6cc Implemented new button for commander window 2014-07-14 20:43:38 +03:00
Ivan Savenko
7f790f9d6a Quest window now uses new background, using same gfx sources as creature window 2014-07-14 18:07:57 +03:00
Ivan Savenko
60e5815014 Implemented stack artifact handling, no tested yet 2014-07-05 01:22:56 +03:00
Ivan Savenko
079866d99d Implemented leveling up abilities. TODO: implement visible selection/descriptions 2014-07-03 19:05:19 +03:00
Ivan Savenko
b58bbcbdd8 Leveling up commander skills seems to be working. Optimized some png's to decrease size 2014-07-02 21:38:38 +03:00
Ivan Savenko
617ea79d3c Button overlays are now more generic (not necessarily text), removed old version of creature window 2014-07-02 21:38:38 +03:00
Ivan Savenko
7a9547bb44 New creature window made without use of H3 graphics
This is import of ancient unfinished branch from svn. As of now window is largely finished but commander-related elements are still TODO.

Note that I also uploading graphical content - this is intended and necessary for final goal - to make VCMI functional without any additional graphical pack.
2014-07-02 21:38:38 +03:00
Ivan Savenko
cf4b3c91cb - updated wog/vcmi mod.json files
- found situation where JsonNode parser won't report warning: comma after last element in arrays or objects. Fixed this in our config files but parser change is disabled for now due to huge number of warnings from mods.
2013-08-20 19:32:21 +00:00
Ivan Savenko
5654fef901 - ZipArchive namespace for operations with zip archives, located in CZipLoader.h/cpp.
- new fields in mod format, for use with mod manager (check config/shemas/mod.json for details)
- removed some 0.92 compatibility from mods loading
- several compile fixes
2013-08-19 11:50:53 +00:00
Ivan Savenko
8be801a6dc - CMappedFileLoader class to remap WoG files to h3 names
- WoG should be optional, all remapped files are listed in WoG/config/wogFileOverrides.json
- fixed several cases of incorrect positioning of creatures in battles
- some missing sounds for battle effects
- negative luck support, disabled by default
- a bit hackish detection of WoG presence, VCMI should work on SoD-only installs
2013-05-04 13:14:23 +00:00
Ivan Savenko
3285f1910b - finally, solution for imageIndex fields. All image lists will be generated in runtime
- iconIndex fields from json are no longer used
- simple check for missing icons on startup
2013-04-22 19:51:22 +00:00
Ivan Savenko
ff4b05ccdd - missing changes 2013-01-16 16:19:45 +00:00
Ivan Savenko
5deb499e7e Last breaking change into mod system (will explain on forum)
- paths in "filesystem" node are now relative to mod directory
- "filesystem" entry in mod.json is now optional
- made "register object" log messages visible only in log
- minor fixes, including #1173
2013-01-16 14:28:49 +00:00
Ivan Savenko
7e7d12095b - basic support for dependencies\conflicts for mods
- adventure map objects transparency should be more similar to h3
2013-01-10 18:53:49 +00:00
Ivan Savenko
04358ed0c6 multiple changes in config system, breaks existing mods. See upcoming post on forums.
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
2012-12-12 11:13:57 +00:00
Ivan Savenko
1c5a4c669c - merged minimap.json into terrains.json
- removed no longer used fields from Graphics + portraits.json
 - work on pregame:
 - - new code for map options window icons + popups
 - - fixed bugs related to new towns
 - - less hardcoded magic numbers
2012-12-10 14:28:27 +00:00
Ivan Savenko
b0f669a764 - moved Sprites and Data directory to vcmi "mod'
- some bugfixing:
- - teleporting animation fixed #1087, partially - #818
- - gui adjustments for #1093 and #1090
2012-09-29 08:35:31 +00:00
Ivan Savenko
99dcb73a72 - filesystem.json files for wog and vcmi data
- merged puzzle map into town configuration (todo: sieges, adventure map, icons)
2012-09-20 21:28:18 +00:00