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All new spells will be possible to spawn in town magic guilds.
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@ -862,7 +862,9 @@ public:
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SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
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SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
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STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
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STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
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DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81
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DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
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AFTER_LAST = 82
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};
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};
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SpellID(ESpellID _num = NONE) : num(_num)
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SpellID(ESpellID _num = NONE) : num(_num)
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@ -2151,6 +2151,11 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
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}
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}
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}
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}
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}
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}
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//add all spells from mods
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for (int i = SpellID::AFTER_LAST; i < VLC->spellh->objects.size(); ++i)
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{
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nt->possibleSpells.push_back(SpellID(i));
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}
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// Read castle events
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// Read castle events
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int numberOfEvent = reader.readUInt32();
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int numberOfEvent = reader.readUInt32();
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