titison
404db00701
AttackBoosts: Show Ep + Hp Regeneration in Desc
...
Previously the Hp and Ep regeneration was only shown if hp and ep
were also affected by the AttackBoost.
In addition I changed the way the regeneration is shown:
Old: ->EP +10 [10]
New: ->EP +10 (Regeneration: +10)
2015-02-16 20:28:10 +01:00
titiger
667b043393
Replace resource storage when morphing a unit instead of adding it.
...
"replace-storage" switch from morph command is removed too,
as it was not used and is quite useless now.
https://forum.megaglest.org/index.php?topic=9244.0
2015-01-17 00:06:17 +01:00
SoftCoder
dc143f8819
- few more tiny fixes for msvc compiler warnings
2014-12-21 23:45:16 -08:00
SoftCoder
56214c6228
- small cleanup in vc++ compile
2014-12-21 22:20:19 -08:00
SoftCoder
f97f0ef852
- more general bugfixes (not all upgrade values were being used in the code)
2014-12-21 21:07:24 -08:00
SoftCoder
3965f72b5a
- updated debug output in case there are real boost problems in future
2014-12-21 14:47:58 -08:00
SoftCoder
0a55746ae2
- more attempts to fix attack boost with upgrades
2014-12-21 13:02:27 -08:00
SoftCoder
d08eacacc8
- fix the display of upgrades and boost values
2014-12-20 16:26:14 -08:00
SoftCoder
7418fac810
- small fix for display
2014-12-20 15:32:40 -08:00
SoftCoder
32c11f41de
- cleanup of boost apply code and fix to apply when active boosts exist in middle of a level up
2014-12-20 15:27:11 -08:00
SoftCoder
461b16be8e
- attempt to fix attack boosts to properly apply and de-apply when upgrades are present
2014-12-20 14:25:42 -08:00
titiger
3120ab7453
boost without explicitly listed units fixed
2014-12-19 19:40:34 +01:00
SoftCoder
c945a5721d
- more coverity based fixes
2014-12-15 21:07:13 -08:00
SoftCoder
8210485a42
- a few bugfixes related to coverity scan
2014-12-15 19:44:26 -08:00
SoftCoder
5e292e931c
- memory leak and a few other minor bug fixes as discovered by coverity scan.
2014-11-30 15:30:02 -08:00
SoftCoder
645778a490
- added new files to vc2012 project
2014-11-28 20:05:33 -08:00
SoftCoder
ceca2fc5aa
- more fixes from cppcheck
2014-11-28 18:19:40 -08:00
SoftCoder
a656a64830
- corrected some uninitialized vars identified by cppcheck
2014-11-28 16:53:30 -08:00
titiger
3eb9c05b4a
Particlesystems can now be positioned unit height independend
...
In the faction.xml you can set teh following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles )
can be done based of the units centered ground position and
by this height independend.
2014-11-26 00:38:04 +01:00
titiger
024338429a
special height for fire and hitposition can be set in a units
2014-11-25 22:36:19 +01:00
titiger
50b27db1d6
delete the projectile type if not needed
2014-11-25 22:35:07 +01:00
titiger
7bf6fe756c
bugfix for a crash with projectiles without particle system
...
only add a projectile if there is an enabled particlesystem
2014-11-25 00:56:59 +01:00
titison
345c88d320
Work on Healthbars
...
production bars;
options;
many more...;
2014-11-22 23:15:19 +01:00
SoftCoder
5676a055ba
Merge branch 'develop' of github-softcoder-megaglest:MegaGlest/megaglest-source into develop
2014-11-18 21:40:12 -08:00
SoftCoder
3b3132ccce
- unit particles now support minHp / mapHp tags
2014-11-18 21:38:46 -08:00
titiger
b4e9f787bd
several changes for loading saved games
...
allow to load older compatible save game
introduced a "last backward compatible version" for loading games
fixed a bug allowing to load older games
2014-11-18 18:59:45 +01:00
titiger
0ac48846cb
faction_type has no save game, was just confusing to have this dead code
2014-11-17 00:14:52 +01:00
titison
791e1edec6
Healthbars
...
Textures (border and background)
Faction.xml can specify more healthbars details
2014-11-05 02:05:47 +01:00
titison
08806c5416
*Finised Hp Bars
...
*Added general settings in faction.xml
2014-10-29 22:23:46 +01:00
titison
de5135bfaf
*added split(s,d) function for strings
...
*reading unit xml healthbar node
*adjusted hpbars
2014-10-29 00:50:45 +01:00
titiger
ea1be62242
fix for a VERY old bug related to wrong display of attack range
...
see https://forum.megaglest.org/index.php?topic=9567.0
this is a bug found in glest 2.0 !!!
2014-10-01 00:33:47 +02:00
titiger
e39fb8e8e4
trying to fix windows build
2014-09-29 02:55:15 +02:00
titiger
feb31e27d9
tags feature
...
Tags feature ( manually merged ) from Omegas pullrequest 25
https://github.com/MegaGlest/megaglest-source/pull/25/
see forum discussion:
https://forum.megaglest.org/index.php?topic=9543.0
2014-09-29 02:23:36 +02:00
titiger
6ebe0a197c
whatever caused this code duplication ....
2014-09-29 01:47:00 +02:00
titiger
c6993ed7dd
Merge pull request #19 from MikeHoffert/feature-attack-boost
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Attack boosts and upgrades now support upgrading attack speed
2014-09-29 01:24:52 +02:00
titiger
a084686ce9
fixed a merge conflict
2014-08-10 00:15:23 +02:00
titiger
e5d2bbbf9e
Merge pull request #23 from titison/feature/unit_control
...
non commandable units
2014-08-08 01:22:51 +02:00
titiger
ad5e978be9
Merge pull request #20 from MikeHoffert/documentation
...
Documentation is always a good thing
2014-08-08 01:20:47 +02:00
titison
850a9a7dc0
-AI can't command non-commandable units anymore
...
-Removed non-selectable
2014-08-07 21:00:27 +02:00
titiger
c2dcda0969
Merge pull request #22 from titison/feature/spawnattack_at_enemy
...
Feature/spawnattack at enemy
2014-07-28 23:20:58 +02:00
titiger
f66fd92a64
hitsound was accidently mandatory, but it is not.
2014-07-28 23:18:52 +02:00
titison
72828c39a3
Added to booleans
...
1. selectable | if this is false, you cant select the unit.
2. commandable | if this is false, you cant give the units commands.
I advise to set a non-selectable unit to non-commandable too if you want to make a normal unit morph into it.
2014-07-28 17:03:36 +02:00
titison
51c1afe4e4
Added the ability for SpawnAttacks to let the units spawn when the projectile arrives at the targetpos.
...
Unit will always try to attack if it has an attack command.
Unit attacks the target POS and not the target UNIT of the attacker.
2014-07-27 21:41:40 +02:00
titison
6086a33baf
Added a bool spawnAtTarget to spawn attack in which you can define whether the unit spawns at the target or at the attacker.
...
In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
( I think this makes way more sense than giving a move command to the meeting point)
( This also works if the spawned does not have a attack command. It will move to the enemy then)
2014-07-27 12:54:25 +02:00
titison
731597ff4e
Fix animationbound-particles
2014-07-23 21:24:43 +02:00
titiger
a51ae28018
windows does not know uint out of the box
2014-07-23 02:33:10 +02:00
titiger
082f3472ee
Looting
2014-07-22 23:53:45 +02:00
titiger
af634f24e8
Merge remote-tracking branch 'origin/pr/17' into pullrequest17
2014-07-22 23:24:49 +02:00
Mike Hoffert
fbde1e69a3
Fixed bad names
2014-07-22 15:23:05 -06:00
titiger
a510150ef5
Merge remote-tracking branch 'origin/pr/17' into pullrequest17
2014-07-22 23:08:52 +02:00