I've also found an interesting code in combat_log.txt. But, well apparently I'm not skilled enough to read it.
Code:
function resurrection_hint(target, rephits)
local totalhp, size = 0, 0
if Attack.get_caa(target) == nil then target = Attack.cell_get_corpse(target) else totalhp = Attack.act_totalhp(target); size = Attack.act_size(target) end
if target == nil or Attack.get_caa(target) == nil then return "" end
local real = math.max(0, math.min(rephits, Attack.act_get_par(target,"health")*Attack.act_initsize(target) - totalhp))
local raise = math.ceil((totalhp+real)/Attack.act_get_par(target,"health")) - size
return "<label=dmg_hint_just_raise> "..raise..".<br><label=dmg_hint_just_effectiveness> "..math.floor(real/rephits*100)..'%.'
end
I was also thinking to do some "backdoor" solution to this. I belive process of losing troops looks like that:
1. Adventurer screen (10x troops, 20y troops etc..)
2. Battle start
3. Battle screen
4. Battle ends
5. Your casualties screen (3x troops, 5y troops etc..)
6. Transferring casualties to the Adventurer screen
7. Resurrecting using mind skill
8. Final result on adventurer screen (17x troops, 15y troops etc..)
(something like that)
I would like to cut number 6. So the data won't be transferred OR data from 1. would be transferred to 8. But again no idea how to do this.