Browse Source

fixed various specialty bugs retained during conversion

Henning Koehler 8 years ago
parent
commit
73f782aa39

+ 1 - 1
config/heroes/castle.json

@@ -125,7 +125,7 @@
 					"subtype" : "skill.navigation",
 					"type" : "SECONDARY_SKILL_PREMY",
 					"updater" : {
-						"parameters" : [ 40 ],
+						"parameters" : [ 100 ],
 						"type" : "GROWS_WITH_LEVEL"
 					},
 					"valueType" : "PERCENT_TO_BASE"

+ 2 - 2
config/heroes/conflux.json

@@ -93,8 +93,8 @@
 					"type" : "PRIMARY_SKILL",
 					"val" : 1
 				},
-				"attack2" : {
-					"subtype" : "primSkill.attack",
+				"defence" : {
+					"subtype" : "primSkill.defence",
 					"type" : "PRIMARY_SKILL",
 					"val" : 2
 				}

+ 1 - 1
config/heroes/fortress.json

@@ -400,7 +400,7 @@
 					"subtype" : "skill.navigation",
 					"type" : "SECONDARY_SKILL_PREMY",
 					"updater" : {
-						"parameters" : [ 40 ],
+						"parameters" : [ 100 ],
 						"type" : "GROWS_WITH_LEVEL"
 					},
 					"valueType" : "PERCENT_TO_BASE"

+ 3 - 3
config/heroes/necropolis.json

@@ -413,10 +413,10 @@
 		],
 		"specialty" : {
 			"bonuses" : {
-				"summonBoat" : {
-					"subtype" : "spell.summonBoat",
+				"animateDead" : {
+					"subtype" : "spell.animateDead",
 					"type" : "SPECIAL_SPELL_LEV",
-					"val" : 39
+					"val" : 3
 				}
 			}
 		}

+ 3 - 4
config/heroes/special.json

@@ -295,13 +295,12 @@
 						"type" : "HAS_ANOTHER_BONUS_LIMITER"
 					}
 				],
-				"subtype" : "primSkill.attack",
 				"type" : "PRIMARY_SKILL",
-				"val" : 1
+				"val" : 5
 			},
 			"bonuses" : {
-				"attack" : {  },
-				"attack2" : {  }
+				"attack" : { "subtype" : "primSkill.attack" },
+				"defence" : { "subtype" : "primSkill.defence" }
 			}
 		},
 		"army" :

+ 1 - 1
lib/HeroBonus.h

@@ -208,7 +208,7 @@ private:
 	BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
 	BONUS_NAME(DARKNESS) /*val = radius */ \
 	BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*subtype = id, val = value per level in percent*/ \
-	BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
+	BONUS_NAME(SPECIAL_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
 	BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
 	BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
 	BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\