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Backup of last modifications in stack experience.
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@ -21,11 +21,11 @@ FEAR Fear Has a chance to cause Fear on an enemy stack
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FEARLESS Fearless Immune to Fear ability
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CHARGE_IMMUNITY Immune to Charge Immune to Champion charge bonus
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HEALER Healer Heals allied units
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CATAPULT Catapult Attacks siege walls
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CATAPULT Catapult Attacks siege walls
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DRAGON_NATURE Dragon Creature has a Dragon Nature
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NON_LIVING Non living Creature is immune to effects affecting Living units
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UNDEAD Undead Creature is Undead
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HATE Hates %s Does more damage to %s
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HATE Hates %s Does %d% more damage to %s
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DOUBLE_DAMAGE_CHANCE Death Blow Has %d% chance to deal double damage
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MAGIC_RESISTANCE Magic Resistance Has %d% chance to resist enemy spell
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SPELL_DAMAGE_REDUCTION Spell Resistance Damage from spells reduced 50%.
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@ -766,6 +766,8 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
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case 'g':
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b.type = Bonus::SPELL_DAMAGE_REDUCTION; break;
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case 'R':
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b.type = Bonus::ADDITIONAL_RETALIATION; break;
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case 'f': //on-off skill
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b.enable = true; //sometimes format is: 2 -> 0, 1 -> 1
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@ -812,6 +814,54 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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break;
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}
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break;
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case 'w': //specific spell immunities, enabled/disabled
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b.enable = true;
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switch (mod[0])
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{
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case 'B': //Blind
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 74;
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break;
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case 'H': //Hypnotize
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 60;
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break;
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case 'I': //Implosion
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 18;
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break;
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case 'K': //Berserk
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 59;
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break;
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case 'M': //Meteor Shower
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 23;
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break;
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case 'R': //Armageddon
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 26;
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break;
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case 'S': //Slow
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b.type = Bonus::SPELL_IMMUNITY;
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b.subtype = 54;
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break;
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case '6': //problem - in VCMI value represents level, here it represents on/off
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case '7':
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case '8':
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case '9':
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b.type = Bonus::LEVEL_SPELL_IMMUNITY; //TODO - value can't be read afterwards
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b.val = std::atoi(mod.c_str()) - 5;
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break;
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case ':':
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b.type = Bonus::LEVEL_SPELL_IMMUNITY;
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b.val = SPELL_LEVELS; //in case someone adds higher level spells?
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break;
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default:
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tlog3 << "Not parsed bonus " << buf << mod << "\n";
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}
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break;
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case 'i':
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b.enable = true;
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b.type = Bonus::NO_DISTANCE_PENALTY;
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@ -820,6 +870,16 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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b.enable = true;
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b.type = Bonus::NO_OBSTACLES_PENALTY;
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break;
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case 'a':
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//case 'c': //some special abilities are threated as spells, will cause bugs
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b.type = Bonus::SPELL_AFTER_ATTACK;
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b.subtype = stringToNumber(mod);
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break;
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case 'h':
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b.type= Bonus::HATE;
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b.subtype = stringToNumber(mod);
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break;
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default:
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tlog3 << "Not parsed bonus " << buf << mod << "\n";
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break;
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@ -874,6 +934,12 @@ void CCreatureHandler::loadMindImmunity(stackExperience & b, std::string & src,
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}
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}
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int CCreatureHandler::stringToNumber(std::string & s)
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{
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boost::algorithm::replace_first(s,"#",""); //drop hash character
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return std::atoi(s.c_str());
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}
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CCreatureHandler::~CCreatureHandler()
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{
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}
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@ -121,6 +121,7 @@ public:
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void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
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void loadStackExp(stackExperience & b, std::string & src, int & it);
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void loadMindImmunity(stackExperience & b, std::string & src, int & it); //multiple bonuses at once
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int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
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bool isGood (si8 faction) const;
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bool isEvil (si8 faction) const;
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@ -502,7 +502,8 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));
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break;
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//Complex descriptions
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case Bonus::HATE: //TODO: customize damage percent
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case Bonus::HATE:
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boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));
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boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
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break;
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case Bonus::SPELL_IMMUNITY:
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@ -87,7 +87,7 @@ namespace PrimarySkill
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BONUS_NAME(UNLIMITED_RETALIATIONS) \
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BONUS_NAME(NO_MELEE_PENALTY) \
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BONUS_NAME(JOUSTING) /*for champions*/ \
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BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \
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BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
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BONUS_NAME(KING1) \
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BONUS_NAME(KING2) \
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BONUS_NAME(KING3) \
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