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vcmi: remove estates bonus

Now it is handled by GENERATE_RESOURCE::GOLD.
Konstantin 2 年之前
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300a8a15ba
共有 5 個文件被更改,包括 6 次插入9 次删除
  1. 0 1
      client/windows/CKingdomInterface.cpp
  2. 4 3
      config/heroes/castle.json
  3. 2 2
      config/skills.json
  4. 0 1
      lib/CGameState.cpp
  5. 0 2
      server/CGameHandler.cpp

+ 0 - 1
client/windows/CKingdomInterface.cpp

@@ -584,7 +584,6 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
 	std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
 	for(auto & heroe : heroes)
 	{
-		totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
 		totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
 	}
 

+ 4 - 3
config/heroes/castle.json

@@ -86,11 +86,12 @@
 		"specialty" : {
 			"bonuses" : {
 				"estates" : {
-					"subtype" : "skill.estates",
-					"type" : "SECONDARY_SKILL_PREMY",
+					"subtype" : "resource.gold",
+					"type" : "GENERATE_RESOURCE",
 					"updater" : "TIMES_HERO_LEVEL",
 					"val" : 5,
-					"valueType" : "PERCENT_TO_BASE"
+					"valueType" : "PERCENT_TO_TARGET_TYPE",
+					"targetSourceType" : "SECONDARY_SKILL"
 				}
 			}
 		}

+ 2 - 2
config/skills.json

@@ -373,8 +373,8 @@
 		"base" : {
 			"effects" : {
 				"main" : {
-					"subtype" : "skill.estates",
-					"type" : "SECONDARY_SKILL_PREMY",
+					"subtype" : "resource.gold",
+					"type" : "GENERATE_RESOURCE",
 					"valueType" : "BASE_NUMBER"
 				}
 			}

+ 0 - 1
lib/CGameState.cpp

@@ -2564,7 +2564,6 @@ struct statsHLP
 		//Heroes can produce gold as well - skill, specialty or arts
 		for(auto & h : ps->heroes)
 		{
-			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
 			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
 
 			if(!heroOrTown)

+ 0 - 2
server/CGameHandler.cpp

@@ -1937,8 +1937,6 @@ void CGameHandler::newTurn()
 
 			if (!firstTurn) //not first day
 			{
-				n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
-
 				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
 				{
 					n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);