Konstantin
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f41b2475fe
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vcmi: fix stack smash
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2023-04-02 23:27:15 +03:00 |
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Ivan Savenko
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c661419897
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Merge pull request #1700 from rilian-la-te/resource-array
Modernize resourceSet.
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2023-04-02 20:12:45 +03:00 |
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Ivan Savenko
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6dac15c5b2
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Merge pull request #1706 from rilian-la-te/moats-landmines
Proper moats: mechanincs
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2023-04-02 20:12:33 +03:00 |
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Ivan Savenko
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c5ca17a324
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Merge pull request #1853 from Nordsoft91/fix-scope-guard
Fix ScopeGuard move behavior
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2023-04-02 20:10:26 +03:00 |
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Ivan Savenko
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1cb0c6b270
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Merge pull request #1848 from Nordsoft91/editor-fix
Fix map editor crash with cutting random town
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2023-04-02 20:09:24 +03:00 |
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nordsoft
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91ef7cbb4f
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Fix ScopeGuard move behavior
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2023-04-02 15:46:56 +04:00 |
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nordsoft
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d63e32841d
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Fix divide by zero crash
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2023-04-02 15:28:41 +04:00 |
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nordsoft
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1e5362cb07
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Fix crash with cutting random town
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2023-04-02 14:06:16 +04:00 |
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Ivan Savenko
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4d6b88f10d
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Merge pull request #1821 from rilian-la-te/remove-cove-hardcode
CTownHandler: remove hardcoded Cove grail
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2023-04-02 00:20:49 +03:00 |
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Konstantin
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3df5964847
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CTownHandler: remove hardcoded Cove grail
We have now exactly same definition in Json
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2023-04-01 03:14:35 +03:00 |
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Konstantin
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6d17b9342d
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ResourceSet: resolve .at troubles
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2023-03-31 14:12:38 +03:00 |
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Konstantin
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c1fd7309ad
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ResourceSet: composition
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2023-03-31 14:00:49 +03:00 |
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Konstantin
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d8a237ba46
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vcmi: add getTrigger method to obstacles
Fixes advanced remove obstacle spell
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2023-03-31 01:01:26 +03:00 |
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Konstantin
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25956e3f37
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vcmi: bump serializer version
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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ecae600563
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effects: Moat now includes battlefield bonus
This is an implementation which works exactly like in H3
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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f704a17e1a
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vcmi: add a last hex setting
I consider this behaviour as H3 bug, but this is H3.
So, added a setting to disable this behaviour.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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179cee3e88
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vcmi: add obstacle animation helper functions
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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eff41f66ed
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vcmi: now obstacles can have disappearing anim
It is a reverse version of appearingAnimation.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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c4d5a7a2d6
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vcmi:towns now can choose if moat render is needed
Using invalid points. Also removed unused variable.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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3bbff0588d
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CSpell: !isMagical() -> no sorcery and no generic spell dmg reduction
Other bonus are still applied.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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a639bd2606
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spells: rework isMagical()
Now it is a flag of a spell, and not a target condition.
This fixes resistance to bind effect
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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aab5b47038
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vcmi: setup moats using MoatAbility
Setup moats using moat ability, need playtest for now.
-3 to defence not added for now.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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1100bc7a5b
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obstacle: remove trigger animation and sound
It was not working anyway. Now it is handled by trigger ability.
Trigger ability hit animation + trigger ability cast sound.
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2023-03-31 01:01:25 +03:00 |
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Konstantin
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cd1730b1fb
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vcmi: remove obstacle caster logic
It is possible now to cast something via obstacle
Immune creatures should not trigger an obstacle trigger now
and should not reveal it.
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2023-03-30 14:41:40 +03:00 |
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Konstantin
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db428faeeb
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vcmi: allow obstacles to store another spells
It will be used as trigger spell, if set
If not set, it will be ignored
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2023-03-30 14:41:40 +03:00 |
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Konstantin
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57c35f39ca
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WIP: Moat placer
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2023-03-30 14:41:40 +03:00 |
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Konstantin
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d90d00eeac
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vcmi: rework ProxyCaster
Now ProxyCaster can be used without hero and can even cast something
with default values.
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2023-03-30 14:41:40 +03:00 |
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Konstantin
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847437bbfa
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BattleInfo: update bonus tree when unit is moved
This is a semi-dirty hack to force uncaching a bonuses with
UnitOnHexLimiter
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2023-03-30 12:51:59 +03:00 |
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Konstantin
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4c08e6a0f9
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vcmi: add UnitOnHex limiter
Bonus will be accepted, if unit stands in listed hexes
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2023-03-30 12:51:59 +03:00 |
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Konstantin
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ffe24627e7
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HeroBonus: change limiters to enum class
Also remove unused functions.
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2023-03-30 12:42:24 +03:00 |
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Konstantin
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777818b388
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HeroBonus: use 64 bit for tree counter (to be more robust)
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2023-03-30 12:41:17 +03:00 |
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Konstantin
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0e69aac96f
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HeroBonus: removed unused functions
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2023-03-30 12:41:17 +03:00 |
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Konstantin
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89fd742c1a
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NetPacks: add BATTLE type to GiveBonus
Will work as battlefield effect of current battle.
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2023-03-30 12:41:17 +03:00 |
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Konstantin
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5716925b47
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NetPacks: change GiveBonus enum to enum class.
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2023-03-30 12:41:17 +03:00 |
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Ivan Savenko
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8d0d5341db
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Refactoring of hero specialty loading code:
- removed no longer used code
- follow creature upgrade chains (e.g. third upgrades)
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2023-03-28 17:09:54 +03:00 |
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Ivan Savenko
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b2f5042942
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Merge pull request #1783 from vcmi/beta
Merge beta -> develop
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2023-03-27 21:21:25 +03:00 |
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Ivan Savenko
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a4fe11d413
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Merge pull request #1766 from vcmi/fix_editor_shortcut
Fix editor shortcut
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2023-03-27 21:20:14 +03:00 |
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Ivan Savenko
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11088100a0
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Merge pull request #1782 from korli/haiku
Haiku patch
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2023-03-27 18:42:22 +03:00 |
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Ivan Savenko
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b875da108b
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Merge pull request #1717 from SoundSSGood/backpack-limit-size
Introducing backpack size limit functionality
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2023-03-27 17:17:49 +03:00 |
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Ivan Savenko
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e3b5db0ade
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Merge pull request #1778 from rilian-la-te/fix-obstacle-removal-mechanincs
Fix landmines staying on battlefield after trigger
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2023-03-27 17:17:14 +03:00 |
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Konstantin
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9a229d6e48
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vcmi: really correct obstacle trigger
Now obstacle trigger really matches H3
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2023-03-27 16:11:17 +03:00 |
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Konstantin
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8c1d6c8e13
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CBattleInfoCallback: use obstacle only once
We should not affect creature by obstacle twice.
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2023-03-27 15:45:41 +03:00 |
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Konstantin
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88a7b3141d
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vcmi: really correct BFS
AFAIK, all is working as H3.
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2023-03-27 15:45:41 +03:00 |
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Jerome Duval
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518f8d69e5
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Haiku patch
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2023-03-27 10:10:09 +02:00 |
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Konstantin
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5b50191af7
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NetPacksLib: remove obstacle ACTIVATE* actions
Actually these actions was not working anyway.
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2023-03-26 22:59:34 +03:00 |
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Konstantin
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26db14b7b4
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vcmi: expert dispel now works mechanically correct
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2023-03-26 21:25:26 +03:00 |
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Konstantin
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edc9812559
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obstacle: correct logic as in OH3
Obstacle spells should not be cast if they are affected by native
terrain and enemy have at least one stack with native terrain
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2023-03-26 21:22:38 +03:00 |
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Konstantin
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705afbb898
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UnitEffect: it should not always assume smart
It is normal than non-smart spell will be cast on our units.
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2023-03-26 21:19:49 +03:00 |
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Konstantin
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44a625aa6b
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vcmi: check spell obstacles by type
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2023-03-26 21:17:39 +03:00 |
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Andrii Danylchenko
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a0de223901
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Merge pull request #1772 from vcmi/fix_invalid_native_terrain
Fix the case of invalid native town type
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2023-03-26 13:19:01 +03:00 |
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