Feature #1121 ยป 0080-Make-Shield2Gold_Factor-to-take-unit-type-granularit.patch
| common/unittype.c | ||
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FIXME: Should the ai know about this? */
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if (utype_has_flag(ut, UTYF_SHIELD2GOLD)
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&& (otype == O_GOLD || otype == O_SHIELD)) {
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gold_upkeep_factor = get_player_bonus(pplayer, EFT_SHIELD2GOLD_FACTOR);
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gold_upkeep_factor = get_target_bonus_effects(NULL,
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&(const struct req_context) {
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.player = pplayer,
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.unittype = ut
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},
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NULL, EFT_SHIELD2GOLD_FACTOR);
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if (gold_upkeep_factor > 0) {
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switch (otype) {
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case O_GOLD:
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| doc/README.effects | ||
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Shield2Gold_Factor
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Factor in percent for the conversion of unit shield upkeep to gold upkeep.
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A value of 200 would transfer 1 shield upkeep to 2 gold upkeep. The range
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of this effect must be player or world. Note that only units with the
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"Shield2Gold" flag will be affected by this.
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A value of 200 would transfer 1 shield upkeep to 2 gold upkeep.
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This works on unit type granularity, properties of individual units
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do not count. Note that only units with the "Shield2Gold" flag will
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be affected by this.
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Shrink_Food
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Food left after cities shrink is amount percent of the capacity of
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