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Commit Graph

1415 Commits

Author SHA1 Message Date
bfb0dc26d5 fix movement cost on roads 2023-03-20 11:35:19 +03:00
eabcbfc25a Fix all stacks being capped at 10 units 2023-03-17 22:32:05 +01:00
6de042657c fix Ignissa bug the old way 2023-03-17 20:09:18 +03:00
bbbbfe00f0 Modernize resourceSet 2023-03-17 02:26:54 +03:00
a0e9e01b48 Renamed & reorganized all game mechanics settings names 2023-03-16 18:11:35 +02:00
383387ef29 Integrated defaultMods into mod system 2023-03-16 17:55:09 +02:00
580268bfd4 vcmi: fix logistics specialist movement regression
There was incorrect calculations introduced earlier.
2023-03-16 16:46:42 +03:00
0adffc824f vcmi: allow to configure army movement counter
It is not hardcoded now. MOVEMENT.TXT is still not read,
but ARMY_MOVEMENT updater parameters can be specified in json.
There is a 4 parameters:
1. Base - base value (firstly lowest speed is multiplied by it)
2. Divider - base value is integrally divided by it
3. Multiplier - result value will be multiplied by it
4. Max - maximum allowed movement from army.

Vanilla values is in defaultMods.json

Fixes: https://bugs.vcmi.eu/view.php?id=3209
2023-03-16 16:46:42 +03:00
b91d7418dd vcmi: remove ONLY_ENEMY_ARMY range
It should be used directly instead of alias, propagation updater
also can be useful for any other updaters can be added.
2023-03-16 16:46:42 +03:00
95503d0623 vcmi: unify movement
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
2023-03-16 16:46:41 +03:00
20a9332a3f vcmi: translate wisdom
Make wisdom as separate bonus. It will be enough for now. But
next is should be done as IsLearnable for each spell.
2023-03-16 16:46:41 +03:00
ddcff9dc36 vcmi: convert magic schools to MAGIC_SCHOOL_SKILL
It is already used by battlefields.
2023-03-16 16:46:41 +03:00
a0987313ba vcmi: convert intelligence
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
2023-03-16 16:46:41 +03:00
a86e12cd42 vcmi: convert necromancy
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
2023-03-16 16:46:41 +03:00
84eece1d8b vcmi: convert mysticism to MANA_REGENERATION
With PERCENT_TO_TARGET_TYPE it was easy.
2023-03-16 16:46:41 +03:00
f641ed2015 vcmi: convert learning to global effect
Now hero experience is a global effect, and secondary
skill gives exactly same bonus. Can be modified by
PERCENT_TO_TARGET_TYPE.
2023-03-16 16:46:41 +03:00
a85f3b63ec vcmi: reuse SPELL_DAMAGE for sorcery
Now there is no need for specific spell bonus, and
we need to simply reuse SPELL_DAMAGE, and by using
PERCENT_TO_TARGET_TYPE speciality will work.
2023-03-16 16:46:41 +03:00
6b987275eb vcmi: use global bonuses for sight radius and mana
We do not need to hardcode constants for there. We can just
use default bonuses.
2023-03-16 16:46:41 +03:00
5d4bcb3c78 vcmi: fix scouting bonus spelling error
With fallback for old mods.
2023-03-16 16:46:41 +03:00
c64d05c419 vcmi: skill-agnostic diplomacy
This is simple and will work.
2023-03-16 16:46:41 +03:00
6e4372176a vcmi: skill-agnostic pathfinding
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
2023-03-16 16:46:41 +03:00
f26fac5562 vcmi: move obligatory marker to CSkillHandler
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
2023-03-16 16:46:41 +03:00
4acf3778ef vcmi: allow adding global bonuses
I will use it to implement some H3 base features like
mana regen and base movement.
2023-03-16 16:46:41 +03:00
d9496dd9f7 vcmi: remove vector speciality format
It is deprecated and will not be used anymore.
2023-03-16 16:46:41 +03:00
129b5313c5 Merge pull request #1663 from Adriankhl/fix_load_sleeping_heroes
Fix client data deserialization, such as sleepingHeroes
2023-03-16 15:05:18 +02:00
5b267f9cbd - Duplicate Monolith templates to ensure at least 100 are available to RMG
- Do not use Monoliths which can't be placed at any land
2023-03-16 06:58:25 +01:00
d2152d387f Fix processing of VCMI_Tests map 2023-03-14 21:48:39 +02:00
06e5d37fbd Fixed incorrect error messages from translations 2023-03-14 19:55:08 +02:00
626721cbba Fix serialization of ObjectClass 2023-03-12 21:41:46 +01:00
45dcd95f20 miscObjects: fix whirpool display
It should display negative numbers, not positive
2023-03-11 21:41:58 +03:00
fafe352f93 vcmi: bump max serialization version
And also - now we can choose between 3 states for rewardables
actually.
2023-03-11 21:41:57 +03:00
bc228a938a vcmi: use enum class for EComponentType
There is really no reason not to use it
2023-03-11 21:41:57 +03:00
716dd9a43b vcmi: remove a bunch of duplicated showInfoDialog
These methods duplicated in almost every map object
Just replace it by one such method
2023-03-11 21:41:57 +03:00
8edba4fb06 vcmi: use MODAL by default
Convert only some objects to AUTO, need futher testing
than no non-adventure objects will not use AUTO or INFO
2023-03-11 21:41:57 +03:00
c759400767 vcmi: allow showing simple rewardables in infobox 2023-03-11 21:41:57 +03:00
4617ce10e5 vcmi: allow showing more than one components in infobar
Up to 8, AFAIK. So, we can show multi-reward in infobox now.
One issue remain - cannot dynamically choose components size
based on text size.
2023-03-11 21:41:57 +03:00
d503c875a4 vcmi: fix mana points displayed 2023-03-11 21:41:57 +03:00
0c847c85cc Fix serialization of rewardable objects 2023-03-07 00:06:58 +02:00
0b3c10d990 Fix crash on hovering Market of Time (unfinished H3 object) 2023-03-07 00:06:58 +02:00
7ef5163d9d Merge pull request #1581 from IvanSavenko/map_render_rewrite
Adventure Map - rendering rewrite
2023-03-05 19:51:07 +02:00
5905dd6111 Grail digging check is now in library 2023-03-05 17:48:02 +02:00
ca13e7dedf Implemented terrain palette animatiions. Removed old code 2023-03-05 17:48:02 +02:00
bd70b6fabd Unicode conversion functions now require source encoding 2023-03-05 17:39:27 +02:00
8b3309b47d Fixed custom hero names text ID's 2023-03-05 17:39:27 +02:00
623cae7d47 All translatable strings now have language identifier 2023-03-05 17:30:38 +02:00
84fa19dadf Merge pull request #1547 from dydzio0614/game-start-unrandomization
Hardcoded features for HotA-like starting conditions
2023-03-05 17:29:49 +02:00
8c52cbcd00 Merge pull request #1429 from dydzio0614/creature-numeric-quantities
Implement numeric creature descriptions with config toggle on/off
2023-02-26 22:57:01 +02:00
e48a4185ed Use config values from new settings 2023-02-15 23:36:09 +01:00
c6feafc367 Hack to fix campaigns 2023-02-15 20:37:18 +02:00
f65c6ad275 fix regressions from modernization 2023-02-15 14:27:12 +02:00