For now, allows us to define target conditions by selector and even
by minimal and maximal value of bonuses. Convert Bonus condition
to Selector condition.
Allow structures inside TargetCondition struct.
It converts almost all sorts of deprecated bonuses from mods
when loading json. It can print to console correct new variant
or bonus.
Also removed a bunch of deprecated bonuses from list.
It will break saves!!!
1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
For movement value on land depends on creature speed we use a new
ARMY_MOVEMENT updater with global bonus. If we does not like such
dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
system AFAIK
Now first aid is passive battle spell, and skill just bumps
specific spell power for this spell. Everything about healing
is handled into Heal spell effect.
Intelligence is converted to both global effect and skill bonus
Bonus name HERO_MANA_PER_TEN_KNOWLEDGE is a little weird, but works
like old SECONDARY_SKILL_PREMY bonus
Now it is 3 bonuses to cover necromancy.
1. IMPROVED_NECROMANCY = possible creatures raized (affected by cloak)
2. UNDEAD_RAISE_CHANCE = raise chance (affected by artifacts)
3. UNDEAD_RAISE_POWER = helper to select creature from first
Tactics is split to 2 bonuses, and it is now possible to
block tactics without having tactics itself. But tactics
for two sides is not implemented, because it is huge rework
and not high priority for me now, I want to do basic
secondary skill rework first.
For now, works exactly as in VCMI and H3.
I think we should add some BONUS_TERRAIN_DISCOUNT_PERCENT bonus
to discount by percent, like written in pathfinding description
Convert scholar to new skill-agnostic bonus. Now works only for any
school (not from specific). In all schools form identical to
past's SECONDARY_SKILL_PREMY::SCHOLAR
Add PERCENTAGE_DAMAGE_BOOST bonus, which will work exactly as old
archery or offence. Subtype is actually boolean which select
ranged (1) and melee (0)
It is working, now it is possible to
define other obligatory skills than wisdom or magic schools,
but only 2 types of obligatory skills exists - like wisdom and
like magic school
It is handled by HAS_ANOTHER_BONUS_LIMITER with SPELL_EFFECT limiter
with desired spell id (bless). Yes, bonus will come from HERO_SPECIAL,
but will work only for blessed with spell id creatures.
Now we can filter bonuses by sourceType, hence,
checking, for example, specific secondary skills.
Also fix archery artifacts working without Archery skill.
It will break saves!!!
Added a new value type to bonuses which allows to add percentage
only to one foreign bonus source, for example, to add percentage to all
bonuses from secondary skills from hero special.
This will adds percent only to bonuses with same source.
In theory it should allow us to create specials which affects only
secondary skills, or only artifacts (let's say, swordmaster special
- any attack bonus from artifact is doubled).