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vcmi: 100% damage reduction is damage immunity
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@@ -1178,8 +1178,9 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
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b.subtype = 1; //not positive
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break;
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case 'O':
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b.type = BonusType::FIRE_IMMUNITY;
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b.subtype = 2; //only direct damage
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b.type = BonusType::SPELL_DAMAGE_REDUCTION;
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b.subtype = 1; //Fire school
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b.val = 100; //Full damage immunity
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break;
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case 'f':
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b.type = BonusType::FIRE_IMMUNITY;
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@@ -1190,31 +1191,36 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
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b.subtype = 1; //not positive
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break;
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case 'W':
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b.type = BonusType::WATER_IMMUNITY;
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b.subtype = 2; //only direct damage
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b.type = BonusType::SPELL_DAMAGE_REDUCTION;
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b.subtype = 2; //Water school
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b.val = 100; //Full damage immunity
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break;
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case 'w':
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b.type = BonusType::WATER_IMMUNITY;
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b.subtype = 0; //all
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break;
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case 'E':
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b.type = BonusType::EARTH_IMMUNITY;
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b.subtype = 2; //only direct damage
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b.type = BonusType::SPELL_DAMAGE_REDUCTION;
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b.subtype = 3; //Earth school
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b.val = 100; //Full damage immunity
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break;
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case 'e':
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b.type = BonusType::EARTH_IMMUNITY;
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b.subtype = 0; //all
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break;
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case 'A':
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b.type = BonusType::AIR_IMMUNITY;
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b.subtype = 2; //only direct damage
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b.type = BonusType::SPELL_DAMAGE_REDUCTION;
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b.subtype = 0; //Air school
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b.val = 100; //Full damage immunity
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break;
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case 'a':
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b.type = BonusType::AIR_IMMUNITY;
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b.subtype = 0; //all
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break;
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case 'D':
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b.type = BonusType::DIRECT_DAMAGE_IMMUNITY;
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b.type = BonusType::SPELL_DAMAGE_REDUCTION;
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b.subtype = -1; //all
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b.val = 100; //Full damage immunity
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break;
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case '0':
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b.type = BonusType::RECEPTIVE;
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