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vcmi: remove estates bonus
Now it is handled by GENERATE_RESOURCE::GOLD.
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@@ -584,7 +584,6 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
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std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
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for(auto & heroe : heroes)
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{
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totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
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totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
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}
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@@ -86,11 +86,12 @@
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"specialty" : {
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"bonuses" : {
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"estates" : {
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"subtype" : "skill.estates",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : "resource.gold",
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"type" : "GENERATE_RESOURCE",
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"updater" : "TIMES_HERO_LEVEL",
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"val" : 5,
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"valueType" : "PERCENT_TO_BASE"
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"valueType" : "PERCENT_TO_TARGET_TYPE",
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"targetSourceType" : "SECONDARY_SKILL"
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}
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}
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}
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@@ -373,8 +373,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.estates",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : "resource.gold",
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"type" : "GENERATE_RESOURCE",
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"valueType" : "BASE_NUMBER"
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}
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}
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@@ -2564,7 +2564,6 @@ struct statsHLP
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//Heroes can produce gold as well - skill, specialty or arts
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for(auto & h : ps->heroes)
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{
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
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if(!heroOrTown)
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@@ -1937,8 +1937,6 @@ void CGameHandler::newTurn()
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if (!firstTurn) //not first day
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{
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n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
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for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
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{
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n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
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