changelog
This commit is contained in:
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commit
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31 changed files with 160 additions and 33 deletions
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@ -12,6 +12,7 @@ experience=39
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level=1
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alignment=lawful
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advanceto=Longbowman
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undead_variation=archer
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cost=15
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usage=archer
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unit_description= _ "Immersed from childhood in the ways of archery, the young Bowmen are the most common ranged combatants in Wesnothian armies. They do not undergo as rigorous a training as the spearman or heavy infantry, because their battle tactic requires more finess than brute strength."
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Burner
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name= _ "Drake Burner"
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@ -13,6 +12,7 @@ experience=43
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level=1
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alignment=neutral
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advanceto=Fire Drake,Drake Flare
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undead_variation=winged
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cost=21
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usage=archer
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unit_description= _ "Not only can a Drake Burner wield its claws with deadly skill, but it still possesses the fire-breathing abilities of its remote ancestors. Enemies would be well advised to keep their distance. The most skilled Burners will often go on to become Fire Drakes who seek to master their internal fire, or Drake Flares who aspire to be leaders of their kind."
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@ -69,4 +69,4 @@ get_hit_sound=groan.wav
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image_diagonal="projectiles/fireball-nw.png"
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Clasher
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name= _ "Drake Clasher"
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@ -13,6 +12,7 @@ experience=40
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level=1
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alignment=neutral
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advanceto=Drake Gladiator,Drake Slasher
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undead_variation=winged
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cost=19
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usage=fighter
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unit_description= _ "With their stumpy vestigial wings and inability to use their great internal fire as a weapon some may think that these Drakes are disadvantaged; they would be mistaken. To compensate they have become great craftsmen that can fabricate weapons with emerald edges, and wear heavy armour. The Clashers' weapons of choice are the sword and spear, which they use to great effect. The greatest Clashers can become Drake Gladiators or Slashers."
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Fighter
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name= _ "Drake Fighter"
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@ -13,6 +12,7 @@ experience=38
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level=1
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alignment=neutral
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advanceto=Drake Warrior
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undead_variation=winged
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cost=17
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usage=fighter
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unit_description= _ "Drake Fighters wield curved scimitars with deadly skill, and possess the fire breathing skills of their ancestors. The most skilled Fighters go on to join the ranks of the elite Drake Warriors."
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@ -74,4 +74,4 @@ get_hit_sound=groan.wav
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Fire Drake
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name= _ "Fire Drake"
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@ -13,6 +12,7 @@ experience=80
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level=2
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alignment=neutral
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advanceto=Inferno Drake
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undead_variation=winged
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cost=37
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usage=archer
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unit_description= _ "The great fire drakes equip themselves with silver plated armour to defend themselves from serious injuries. Although their melee technique is primitive, they have mastered their internal fire and are to be feared. The most ferocious Fire Drakes become the flying configurations known as Drake Infernos."
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@ -65,4 +65,4 @@ get_hit_sound=groan.wav
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Flameheart
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name= _ "Drake Flameheart"
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@ -15,6 +14,7 @@ level=3
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alignment=neutral
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ability=leadership
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advanceto=null
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undead_variation=winged
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cost=65
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usage=mixed fighter
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unit_description= _ "There is an old saying that, 'The generals in Drake armies have fire in their veins instead of blood'. Nobody would doubt the truth in that saying after facing these towering creatures of sheer devastation... However, between their crackling flames and their wicked swords, few who meet them survive to confirm this saying."
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@ -75,4 +75,4 @@ get_hit_sound=groan.wav
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image_diagonal="projectiles/fireball-big-nw.png"
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Flare
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name= _ "Drake Flare"
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@ -15,6 +14,7 @@ experience=80
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level=2
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alignment=neutral
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advanceto=Drake Flameheart
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undead_variation=winged
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cost=37
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usage=mixed fighter
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unit_description= _ "Drake Flares aspire to be leaders of their kind. While their mastery of their internal fire is not as great as some of their kin these Drakes have broader aspirations. They are skilled with swords, and they aspire to be the greatest of their kind."
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@ -65,4 +65,4 @@ get_hit_sound=groan.wav
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image_diagonal="projectiles/fireball-nw.png"
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Gladiator
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name= _ "Drake Gladiator"
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@ -14,6 +13,7 @@ level=2
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alignment=neutral
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advanceto=null
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#advanceto=Drake Omnirage
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undead_variation=winged
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cost=35
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usage=fighter
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unit_description= _ "With their stumpy vestigial wings and inability to use their great internal fire as a weapon some may think that these Drakes are disadvantaged, they would be mistaken. Drakes Gladiators protect their vulnerable hides with thick brass armour and they arm themselves with as many emerald edged weapons as possible to fend off whatever opponents may await them."
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@ -76,4 +76,4 @@ get_hit_sound=groan.wav
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[/sound]
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[/attack]
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[/unit]
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[/unit]
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@ -1,4 +1,3 @@
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[unit]
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id=Drake Glider
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name= _ "Drake Glider"
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@ -13,7 +12,7 @@ experience=35
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level=1
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alignment=neutral
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advanceto=Sky Drake
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#advanceto=null
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undead_variation=winged
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cost=15
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usage=scout
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unit_description= _ "Drake Gliders wear as little armour as possible so they can quickly escape their foes when they leave their caves. These Drakes are competent fighters, possessing the internal fire common to many of their kin. Gliders can also effectively use their speed to viciously slam their opponents into submission. The best gliders can look forward to being accepted into the ranks of the high flying Sky Drakes."
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@ -1,4 +1,3 @@
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[unit]
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id=Inferno Drake
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name= _ "Inferno Drake"
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@ -13,6 +12,7 @@ experience=500
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level=3
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alignment=neutral
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advanceto=null
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undead_variation=winged
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cost=65
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usage=archer
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unit_description= _ "The flying configurations known as Drake Infernos wear massive gold armour that is almost impenetrable. These drakes are also practically immune to fire as they have adjusted to hiding in the cones of volcanoes. Drake Infernos have utterly mastered their internal fire, and rival their predecessors the Dragons in their ability to use it."
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@ -65,4 +65,4 @@ get_hit_sound=groan.wav
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[/missile_frame]
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[/attack]
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[/unit]
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[/unit]
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@ -13,6 +13,7 @@ level=2
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alignment=neutral
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#advanceto=Hurricane Drake,Tornado drake
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advanceto=null
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undead_variation=winged
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cost=25
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usage=scout
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unit_description= _ "Sky drakes are truly the kings of the sky. Using their momentum and fire breath as weapons these drakes are the bane of many. They can swiftly swoop down on prey, and are usually long gone before anyone can stop them."
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@ -13,6 +13,7 @@ experience=500
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level=2
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alignment=neutral
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advanceto=null
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undead_variation=winged
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cost=35
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usage=fighter
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unit_description= _ "With their stumpy vestigial wings and inability to use their great internal fire as a weapon some may think that these Drakes are disadvantaged, they would be mistaken. To compensate they have become great craftsmen that can fabricate weapons with emerald edges, and wear heavy armour. The Slashers' weapon of choice is the halberd, which they use to great effect."
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@ -13,6 +13,7 @@ experience=500
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level=2
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alignment=neutral
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advanceto=null
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undead_variation=winged
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cost=31
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usage=fighter
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unit_description= _ "Drake Warriors wield swords with great skill, and possess the fire breathing skills of their ancestors."
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@ -14,6 +14,7 @@ experience=44
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level=1
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alignment=neutral
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advanceto=Elvish Ranger,Elvish Marksman
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undead_variation=archer
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cost=18
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usage=archer
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unit_description= _ "Elvish Archers are trained from youth in archery, and so skilled in long-range combat. Able to fire many arrows quickly and accurately, these Archers make up a large portion of the Elvish military."
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@ -14,6 +14,7 @@ experience=500
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level=3
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alignment=neutral
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advanceto=null
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undead_variation=archer
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cost=80
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ability=ambush
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usage=mixed fighter
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@ -14,6 +14,7 @@ experience=90
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level=2
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alignment=neutral
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advanceto=Elvish Sharpshooter
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undead_variation=archer
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cost=60
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usage=archer
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unit_description= _ "Elvish Marksman are expert in use of the bow. Their skill guarantees them a 60% chance to hit enemies, even those hidden in difficult terrain. This great skill with the bow compensates for their lack of skill in melee combat and lesser speed."
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@ -14,6 +14,7 @@ experience=80
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level=2
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alignment=neutral
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advanceto=Elvish Avenger
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undead_variation=archer
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cost=40
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usage=mixed fighter
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ability=ambush
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@ -14,6 +14,7 @@ experience=500
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level=3
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alignment=neutral
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advanceto=null
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undead_variation=archer
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cost=90
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usage=archer
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unit_description= _ "The most elite archers in all of Wesnoth, Elvish Sharpshooters are incredibly accurate, guaranteed a 60% chance to hit when attacking, even when firing very quickly. Sharpshooters are excellent at picking off entrenched enemies."
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@ -13,6 +13,7 @@ experience=80
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level=2
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alignment=lawful
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advanceto=Master Bowman
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undead_variation=archer
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cost=32
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usage=archer
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unit_description= _ "Longbowmen carry the huge specialized bows that they have learned to handle after years of combat. Their missiles can pierce even armor."
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@ -12,6 +12,7 @@ experience=500
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level=3
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alignment=lawful
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advanceto=null
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undead_variation=archer
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cost=45
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usage=archer
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unit_description= _ "Master Bowmen have reached the highest levels of skill with the bow that any human can hope to attain. Their power with this deadly weapon is surpassed only by that of the Elves."
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@ -11,6 +11,7 @@ experience=30
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level=1
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alignment=chaotic
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advanceto=Orcish Crossbowman
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undead_variation=archer
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cost=12
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usage=archer
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unit_description= _ "Orcish Archers are considered by many of their fellow orcs to be a lesser caste of warrior, for attacking their enemies from a distance. However, since most orcs won't learn how to handle a bow, he is an indispensable part of the orcish army."
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@ -11,6 +11,7 @@ experience=500
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level=2
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alignment=chaotic
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advanceto=null
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undead_variation=archer
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cost=24
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usage=archer
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unit_description= _ "Orcish Crossbowmen try to compensate for their lack of skill with the raw power of their weapon. While they are not as effective as the Elvish Marksmen in long-range combat, they are sturdier and can handle themselves a little better than the Elves in close combat."
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@ -11,6 +11,7 @@ experience=24
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level=1
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alignment=chaotic
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advanceto=Trapper
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undead_variation=archer
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cost=14
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usage=archer
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unit_description= _ "Poachers rely on their hunting experience and are most valuable at night and in forests and swamps."
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@ -54,4 +54,16 @@ get_hit_sound=skeleton-hit.wav
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sound=sword-swish.wav
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[/sound]
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[/attack]
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[variation]
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variation_name=archer
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id=Skeleton
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name= _ "Skeleton Archer"
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race=undead
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experience=0
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level=0
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alignment=chaotic
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advanceto=Skeleton Archer
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[/variation]
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[/unit]
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@ -11,6 +11,7 @@ experience=500
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level=2
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alignment=chaotic
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advanceto=null
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undead_variation=archer
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cost=26
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usage=archer
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unit_description= _ "Trappers usually work supplying food for bandits and outlaws. Their hunting experience makes them most valuable at night and in forests and swamps."
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@ -32,4 +32,44 @@ get_hit_sound=zombie-hit.wav
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sound=zombie-attack.wav
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[/sound]
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[/attack]
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[variation]
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variation_name=winged
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id=Walking Corpse
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name= _ "Winged Corpse"
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race=undead
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image=undead-zombie.png
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image_defensive=undead-zombie-defend.png
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hitpoints=18
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movement_type=undeadfoot
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movement=4
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experience=24
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level=0
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alignment=chaotic
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advanceto=null
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cost=5
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usage=fighter
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unit_description= _ "Winged Corpses are the bodies of dead drakes, re-animated by dark magic. Although weak in combat, these zombies can spread their curse to those they kill, increasing the army of undead."
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get_hit_sound=zombie-hit.wav
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[attack]
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name=fist
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type=impact
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range=short
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damage=5
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number=2
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special=plague
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[frame]
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begin=-200
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end=100
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image=undead-zombie-attack.png
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[/frame]
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[sound]
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time=-200
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sound=zombie-attack.wav
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[/sound]
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[/attack]
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[/variation]
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[/unit]
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level=2
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alignment=lawful
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advanceto=null
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undead_variation=archer
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cost=32
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ability=skirmisher,regenerates
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usage=archer
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@ -265,8 +265,15 @@ battle_stats evaluate_battle_stats(const gamemap& map,
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}
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static const std::string plague_string("plague");
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res.attacker_plague = !d->second.type().not_living() && (res.attacker_special == plague_string)
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&& !map.is_village(defender);
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res.attacker_plague = !d->second.type().not_living() &&
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(res.attacker_special.substr(0,6) == plague_string) &&
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strcmp(d->second.type().undead_variation().c_str(),"null") &&
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!map.is_village(defender);
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if(res.attacker_special.size()>8){ //plague(type) used
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res.attacker_plague_type=res.attacker_special.substr(7,res.attacker_special.size()-8);
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}else{//plague type is that of attacker
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res.attacker_plague_type= a->second.type().id();
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}
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res.defender_plague = false;
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static const std::string slow_string("slow");
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res.amount_defender_drains = 0;
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}
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res.defender_plague = !a->second.type().not_living() && (res.defender_special == plague_string)
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&& !map.is_village(attacker);
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res.defender_plague = !a->second.type().not_living() &&
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(res.defender_special.substr(0,6) == plague_string) &&
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strcmp(a->second.type().undead_variation().c_str(),"null") &&
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!map.is_village(attacker);
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if(res.defender_special.size()>8){ //plague(type) used
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res.defender_plague_type=res.defender_special.substr(7,res.defender_special.size()-8);
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}else{//plague type is that of attacker
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res.defender_plague_type= d->second.type().id();
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}
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res.defender_slows = (defend.special() == slow_string);
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static const std::string first_strike = "firststrike";
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}
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}
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if(dies) {
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if(dies) {//attacker kills defender
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attackerxp = game_config::kill_experience*d->second.type().level();
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if(d->second.type().level() == 0)
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attackerxp = game_config::kill_experience/2;
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@ -667,6 +682,7 @@ void attack(display& gui, const gamemap& map,
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gamemap::location loc = d->first;
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gamemap::location attacker_loc = a->first;
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std::string undead_variation = d->second.type().undead_variation();
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const int defender_side = d->second.side();
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LOG_NG << "firing die event\n";
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game_events::fire("die",loc,a->first);
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@ -678,12 +694,29 @@ void attack(display& gui, const gamemap& map,
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d = units.end();
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}
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//plague units make clones of themselves on the target hex
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//plague units make new units on the target hex
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if(stats.attacker_plague) {
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a = units.find(attacker_loc);
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if(a != units.end()) {
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units.insert(std::pair<gamemap::location,unit>(loc,a->second));
|
||||
gui.draw_tile(loc.x,loc.y);
|
||||
a = units.find(attacker_loc);
|
||||
game_data::unit_type_map::const_iterator reanimitor;
|
||||
LOG_NG<<"trying to reanimate "<<stats.attacker_plague_type<<std::endl;
|
||||
reanimitor = info.unit_types.find(stats.attacker_plague_type);
|
||||
LOG_NG<<"found unit type:"<<reanimitor->second.id()<<std::endl;
|
||||
|
||||
if(reanimitor != info.unit_types.end()) {
|
||||
unit newunit=unit(&reanimitor->second,a->second.side(),false,true);
|
||||
//apply variation
|
||||
if(strcmp(undead_variation.c_str(),"null")){
|
||||
config mod;
|
||||
config& variation=mod.add_child("effect");
|
||||
variation["apply_to"]="variation";
|
||||
variation["name"]=undead_variation;
|
||||
newunit.add_modification("variation",mod);
|
||||
}
|
||||
|
||||
units.insert(std::pair<gamemap::location,unit>(loc,newunit));
|
||||
gui.draw_tile(loc.x,loc.y);
|
||||
}else{
|
||||
LOG_NG<<"unit not reanimated"<<std::endl;
|
||||
}
|
||||
}
|
||||
recalculate_fog(map,state,info,units,teams,defender_side-1);
|
||||
|
@ -801,7 +834,7 @@ void attack(display& gui, const gamemap& map,
|
|||
}
|
||||
}
|
||||
|
||||
if(dies) {
|
||||
if(dies) {//defender kills attacker
|
||||
defenderxp = game_config::kill_experience*a->second.type().level();
|
||||
if(a->second.type().level() == 0)
|
||||
defenderxp = game_config::kill_experience/2;
|
||||
|
@ -811,6 +844,7 @@ void attack(display& gui, const gamemap& map,
|
|||
defenderxp = 0;
|
||||
attackerxp = 0;
|
||||
|
||||
std::string undead_variation = a->second.type().undead_variation();
|
||||
gamemap::location loc = a->first;
|
||||
gamemap::location defender_loc = d->first;
|
||||
const int attacker_side = a->second.side();
|
||||
|
@ -823,12 +857,29 @@ void attack(display& gui, const gamemap& map,
|
|||
a = units.end();
|
||||
}
|
||||
|
||||
//plague units make clones of themselves on the target hex.
|
||||
//plague units make new units on the target hex.
|
||||
if(stats.defender_plague) {
|
||||
d = units.find(defender_loc);
|
||||
if(d != units.end()) {
|
||||
units.insert(std::pair<gamemap::location,unit>(loc,d->second));
|
||||
gui.draw_tile(loc.x,loc.y);
|
||||
d = units.find(defender_loc);
|
||||
game_data::unit_type_map::const_iterator reanimitor;
|
||||
LOG_NG<<"trying to reanimate "<<stats.defender_plague_type<<std::endl;
|
||||
reanimitor = info.unit_types.find(stats.defender_plague_type);
|
||||
LOG_NG<<"found unit type:"<<reanimitor->second.id()<<std::endl;
|
||||
|
||||
if(reanimitor != info.unit_types.end()) {
|
||||
unit newunit=unit(&reanimitor->second,d->second.side(),false,true);
|
||||
//apply variation
|
||||
if(strcmp(undead_variation.c_str(),"null")){
|
||||
config mod;
|
||||
config& variation=mod.add_child("effect");
|
||||
variation["apply_to"]="variation";
|
||||
variation["name"]=undead_variation;
|
||||
newunit.add_modification("variation",mod);
|
||||
}
|
||||
|
||||
units.insert(std::pair<gamemap::location,unit>(loc,newunit));
|
||||
gui.draw_tile(loc.x,loc.y);
|
||||
}else{
|
||||
LOG_NG<<"unit not reanimated"<<std::endl;
|
||||
}
|
||||
}
|
||||
gui.recalculate_minimap();
|
||||
|
|
|
@ -55,6 +55,7 @@ struct battle_stats
|
|||
int ndefends, nattacks;
|
||||
int attack_with, defend_with;
|
||||
bool attacker_plague, defender_plague;
|
||||
std::string attacker_plague_type, defender_plague_type;
|
||||
bool attacker_slows, defender_slows;
|
||||
bool to_the_death, defender_strikes_first;
|
||||
std::string attacker_special, defender_special;
|
||||
|
|
|
@ -900,6 +900,12 @@ const config::child_list& unit_type::modification_advancements() const
|
|||
return cfg_.get_children("advancement");
|
||||
}
|
||||
|
||||
const std::string& unit_type::undead_variation() const
|
||||
{
|
||||
return cfg_["undead_variation"];
|
||||
}
|
||||
|
||||
|
||||
|
||||
const std::string& unit_type::usage() const
|
||||
{
|
||||
|
|
|
@ -165,6 +165,8 @@ public:
|
|||
|
||||
const unit_type& get_gender_unit_type(unit_race::GENDER gender) const;
|
||||
const unit_type& get_variation(const std::string& name) const;
|
||||
//info on the type of unit that the unit reanimates as
|
||||
const std::string& undead_variation() const;
|
||||
|
||||
int num_traits() const;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue