Feature #1350 » 0041-Rename-Shield2Gold_Factor-as-Shield2Gold_Pct.patch
ai/default/daieffects.c | ||
---|---|---|
/* This has no effect for AI */
|
||
case EFT_VISIBLE_WALLS:
|
||
case EFT_CITY_IMAGE:
|
||
case EFT_SHIELD2GOLD_FACTOR:
|
||
case EFT_SHIELD2GOLD_PCT:
|
||
break;
|
||
case EFT_PERFORMANCE:
|
||
case EFT_NATION_PERFORMANCE:
|
common/unittype.c | ||
---|---|---|
}
|
||
/* Switch shield upkeep to gold upkeep if
|
||
- the effect 'EFT_SHIELD2GOLD_FACTOR' is non-zero (it gives the
|
||
- the effect 'EFT_SHIELD2GOLD_PCT is non-zero (it gives the
|
||
conversion factor in percent) and
|
||
FIXME: Should the ai know about this? */
|
||
if (otype == O_GOLD || otype == O_SHIELD) {
|
||
... | ... | |
.player = pplayer,
|
||
.unittype = ut
|
||
},
|
||
NULL, EFT_SHIELD2GOLD_FACTOR);
|
||
NULL, EFT_SHIELD2GOLD_PCT);
|
||
if (gold_upkeep_factor > 0) {
|
||
switch (otype) {
|
data/goldkeep/effects.ruleset | ||
---|---|---|
value = 1585
|
||
[effect_upkeep_shield2gold]
|
||
type = "Shield2Gold_Factor"
|
||
type = "Shield2Gold_Pct"
|
||
value = 100
|
||
reqs =
|
||
{ "type", "name", "range"
|
doc/README.effects | ||
---|---|---|
will tolerate city disorder before government falls. If value is
|
||
zero, government never falls.
|
||
Shield2Gold_Factor
|
||
Shield2Gold_Pct
|
||
Factor in percent for the conversion of unit shield upkeep to gold upkeep.
|
||
A value of 200 would transfer 1 shield upkeep to 2 gold upkeep.
|
||
This works on unit type granularity, properties of individual units
|
gen_headers/enums/effects_enums.def | ||
---|---|---|
VISIBLE_WALLS "Visible_Walls"
|
||
TECH_COST_FACTOR "Tech_Cost_Factor"
|
||
/* [x%] gold upkeep instead of [1] shield upkeep for units */
|
||
SHIELD2GOLD_FACTOR "Shield2Gold_Factor"
|
||
SHIELD2GOLD_PCT "Shield2Gold_Pct"
|
||
TILE_WORKABLE "Tile_Workable"
|
||
/* The index for the city image of the given city style. */
|
||
CITY_IMAGE "City_Image"
|