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Change spell school serialization
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787c970003
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@ -430,10 +430,10 @@ void CSpell::setup()
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{
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setupMechanics();
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school[ESpellSchool::AIR] = air;
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school[ESpellSchool::FIRE] = fire;
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school[ESpellSchool::WATER] = water;
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school[ESpellSchool::EARTH] = earth;
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air = school[ESpellSchool::AIR];
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fire = school[ESpellSchool::FIRE];
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water = school[ESpellSchool::WATER];
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earth = school[ESpellSchool::EARTH];
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}
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@ -657,11 +657,11 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;
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const auto schoolNames = json["school"];
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spell->air = schoolNames["air"].Bool();
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spell->earth = schoolNames["earth"].Bool();
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spell->fire = schoolNames["fire"].Bool();
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spell->water = schoolNames["water"].Bool();
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for(SpellSchoolInfo & info : spellSchoolConfig)
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{
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spell->school[info.id] = schoolNames[info.jsonName].Bool();
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}
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spell->level = json["level"].Float();
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spell->power = json["power"].Float();
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@ -241,7 +241,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier & id & name & level & earth & water & fire & air & power
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h & identifier & id & name & level & power
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& probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells & mainEffectAnim;
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h & isRising & isDamage & isOffensive;
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h & targetType;
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@ -255,6 +255,8 @@ public:
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h & levels;
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h & school;
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if(!h.saving)
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setup();
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}
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