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Converted creature ID and spell ID to new form
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@@ -824,7 +824,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
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vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
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const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
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// figure out what to raise - pick strongest creature meeting requirements
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auto creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
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CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
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int requiredCasualtyLevel = 1;
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TConstBonusListPtr improvedNecromancy = getBonuses(Selector::type()(BonusType::IMPROVED_NECROMANCY));
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if(!improvedNecromancy->empty())
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