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@@ -69,19 +69,16 @@ ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
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case SpellID::DIMENSION_DOOR:
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case SpellID::DIMENSION_DOOR:
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return new DimensionDoorMechanics(s);
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return new DimensionDoorMechanics(s);
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case SpellID::FLY:
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case SpellID::FLY:
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- return new FlyMechanics(s, Bonus::FLYING_MOVEMENT); //temporary
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case SpellID::WATER_WALK:
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case SpellID::WATER_WALK:
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- return new FlyMechanics(s, Bonus::WATER_WALKING); //temporary
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+ case SpellID::VISIONS:
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+ case SpellID::DISGUISE:
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+ return new DefaultSpellMechanics(s); //implemented using bonus system
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case SpellID::TOWN_PORTAL:
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case SpellID::TOWN_PORTAL:
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return new TownPortalMechanics(s);
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return new TownPortalMechanics(s);
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case SpellID::VIEW_EARTH:
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case SpellID::VIEW_EARTH:
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return new ViewEarthMechanics(s);
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return new ViewEarthMechanics(s);
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case SpellID::VIEW_AIR:
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case SpellID::VIEW_AIR:
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return new ViewAirMechanics(s);
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return new ViewAirMechanics(s);
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- case SpellID::VISIONS:
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- return new VisionsMechanics(s, Bonus::VISIONS); //temporary
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- case SpellID::DISGUISE:
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- return new VisionsMechanics(s, Bonus::DISGUISED); //temporary
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default:
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default:
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if(s->isRisingSpell())
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if(s->isRisingSpell())
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return new SpecialRisingSpellMechanics(s);
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return new SpecialRisingSpellMechanics(s);
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