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* support for cursed ground
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@@ -1148,6 +1148,31 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
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stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
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}
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}
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break;
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}
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case 22: //cursed ground
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{
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for(int g=0; g<stacks.size(); ++g) //no luck nor morale
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{
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stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
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stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
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}
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const CGHeroInstance * cHero = NULL;
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for(int i=0; i<2; ++i) //blocking spells above level 1
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{
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if(i == 0) cHero = hero1;
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else cHero = hero2;
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if(cHero == NULL) continue;
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GiveBonus gs;
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gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
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gs.hid = cHero->id;
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sendAndApply(&gs);
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}
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break;
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}
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}
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