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fixes for Phoenix. Its animation will now be restored to Alive.
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parent
9c3a10b2c7
commit
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@ -2535,8 +2535,15 @@ void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attacke
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for(int h = 0; h < attackedInfos.size(); ++h)
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{
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addNewAnim(new CDefenceAnim(attackedInfos[h], this));
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if (attackedInfos[h].rebirth)
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displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
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}
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waitForAnims();
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for(int h = 0; h < attackedInfos.size(); ++h)
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{
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if (attackedInfos[h].rebirth)
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creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
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}
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}
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void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting )
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@ -2501,15 +2501,16 @@ void CStack::prepareAttacked(BattleStackAttacked &bsa) const
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{
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int resurrectedCount = base->count * resurrectFactor / 100;
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if (resurrectedCount)
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resurrectedCount += ((base->count % resurrectedCount) * resurrectFactor / 100.0f) > ran()%100 ? 1 : 0; //last stack has proportional chance to rebirth
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resurrectedCount += ((base->count * resurrectFactor / 100.0f - resurrectedCount) > ran()%100 / 100.0f) ? 1 : 0; //last stack has proportional chance to rebirth
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else //only one unit
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resurrectedCount += (base->count * resurrectFactor / 100.0f) > ran()%100 ? 1 : 0;
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resurrectedCount += ((base->count * resurrectFactor / 100.0f) > ran()%100 / 100.0f) ? 1 : 0;
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if (hasBonusOfType(Bonus::REBIRTH, 1))
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amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
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if (resurrectedCount)
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{
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bsa.flags |= BattleStackAttacked::REBIRTH;
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bsa.newAmount = resurrectedCount; //risky?
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bsa.newHP = MaxHealth(); //resore full health
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}
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}
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}
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