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Fix crystal dragon ability to match H3
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commit
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@ -122,10 +122,7 @@
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},
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},
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"crystals" :
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"crystals" :
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{
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{
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"type" : "GENERATE_RESOURCE",
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"type" : "SPECIAL_CRYSTAL_GENERATION"
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"subtype" : "resource.crystal",
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"val" : 1,
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"propagator" : "HERO"
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},
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},
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"FLYING_ARMY" : null
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"FLYING_ARMY" : null
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},
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},
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@ -269,6 +269,7 @@ public:
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BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
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BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
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BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
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BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
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BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
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BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
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BONUS_NAME(SPECIAL_CRYSTAL_GENERATION) /*crystal dragon crystal generation*/ \
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/* end of list */
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/* end of list */
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@ -1739,6 +1739,38 @@ void CGameHandler::newTurn()
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n.res[elem.first] = elem.second.resources;
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n.res[elem.first] = elem.second.resources;
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if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
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{
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bool hasCrystalGenCreature = false;
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for(CGHeroInstance * hero : elem.second.heroes)
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{
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for(auto stack : hero->stacks)
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{
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if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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}
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if(!hasCrystalGenCreature) //not found in armies, check towns
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{
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for(CGTownInstance * town : elem.second.towns)
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{
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for(auto stack : town->stacks)
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{
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if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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}
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}
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if(hasCrystalGenCreature)
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n.res[elem.first][Res::CRYSTAL] += 3;
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}
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for (CGHeroInstance *h : (elem).second.heroes)
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for (CGHeroInstance *h : (elem).second.heroes)
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{
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{
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if (h->visitedTown)
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if (h->visitedTown)
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