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Rename ADVANCED_CATAPULT bonus to reflect the purpose better
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commit
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@ -18,9 +18,9 @@
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"description": "May Retaliate ${val} extra times"
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"description": "May Retaliate ${val} extra times"
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},
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},
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"ADVANCED_CATAPULT":
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"CATAPULT_EXTRA_SHOTS":
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{
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{
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"name": "Advanced wall breaker",
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"name": "Additional siege attacks",
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"description": "Can hit siege walls ${val} extra times per attack"
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"description": "Can hit siege walls ${val} extra times per attack"
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},
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},
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@ -273,7 +273,7 @@
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{
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{
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"siegeDoubleAttack" :
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"siegeDoubleAttack" :
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{
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{
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"type" : "ADVANCED_CATAPULT",
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"type" : "CATAPULT_EXTRA_SHOTS",
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"val" : 1
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"val" : 1
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}
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}
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},
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},
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@ -216,7 +216,7 @@ public:
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BONUS_NAME(DISGUISED) /* subtype - spell level */\
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BONUS_NAME(DISGUISED) /* subtype - spell level */\
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BONUS_NAME(VISIONS) /* subtype - spell level */\
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BONUS_NAME(VISIONS) /* subtype - spell level */\
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BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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BONUS_NAME(ADVANCED_CATAPULT) /*val - number of additional shots, requires CATAPULT bonus to work*/\
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BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
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/* end of list */
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/* end of list */
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@ -3961,7 +3961,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
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else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
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{
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{
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sbi = VLC->heroh->ballistics.at(1);
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sbi = VLC->heroh->ballistics.at(1);
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sbi.shots += std::max(stack->valOfBonuses(Bonus::ADVANCED_CATAPULT), 0);
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sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
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}
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}
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auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
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auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
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