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Preliminary distribution of hero specials. Sir Mullich actually works fine.
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parent
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176
config/specials.txt
Normal file
176
config/specials.txt
Normal file
@ -0,0 +1,176 @@
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Hero ID Bonus Type Val Subtype Additional Info
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0 2 1 0 5
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1 1 2 0 0
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2 1 4 0 0
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3 2 5 1 2
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4 2 13 0 5
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5 1 6 0 0
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6 1 146 0 0
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7 1 10 0 0
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8 2 27 0 5
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9 6 41 0 3
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10 8 45 0 0
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11 3 20 0 3
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12 1 8 0 0
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13 2 11 0 5
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14 8 48 0 0
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15 10 350 6 0
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16 2 23 0 5
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17 1 16 0 0
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18 10 350 6 0
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19 1 22 0 0
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20 2 26 0 5
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21 1 18 0 0
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22 1 24 0 0
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23 2 2 0 5
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24 8 55 1 0
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25 3 37 0 3
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26 2 24 0 5
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27 2 27 0 5
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28 2 11 0 5
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29 7 51 0 0
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30 3 16 0 3
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31 1 20 0 0
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32 1 30 0 0
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33 1 36 0 0
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34 1 32 0 0
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35 2 23 0 5
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36 1 146 0 0
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37 1 38 0 0
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38 10 1 1 0
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39 1 36 0 0
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40 3 60 0 3
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41 2 8 1 5
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42 2 11 0 5
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43 7 51 0 0
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44 1 34 0 0
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45 3 19 0 3
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46 8 53 0 0
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47 10 350 6 0
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48 1 46 0 0
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49 1 52 0 0
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50 1 48 0 0
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51 1 42 0 0
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52 10 350 6 0
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53 1 42 0 0
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54 1 146 0 0
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55 1 50 0 0
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56 2 24 0 5
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57 3 22 0 3
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58 2 8 1 5
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59 8 45 0 0
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60 10 1 3 0
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61 8 43 0 0
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62 2 25 0 5
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63 3 21 0 3
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64 1 58 0 0
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65 1 62 0 0
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66 1 64 0 0
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67 1 60 0 0
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68 1 66 0 0
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69 2 12 0 5
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70 10 350 6 0
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71 1 56 0 0
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72 3 24 0 3
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73 3 23 0 3
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74 2 25 0 5
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75 2 11 1 5
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76 3 39 0 3
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77 8 46 0 0
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78 2 12 0 5
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79 10 350 6 0
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80 1 72 0 0
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81 1 146 0 0
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82 1 78 0 0
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83 1 74 0 0
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84 10 350 6 0
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85 2 2 0 5
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86 1 80 0 0
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87 1 70 0 0
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88 3 38 0 3
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89 2 8 1 5
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90 2 25 0 5
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91 3 38 0 3
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92 2 11 1 5
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93 3 23 0 3
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94 10 1 4 0
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95 8 46 0 0
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96 1 94 0 0
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97 1 146 0 0
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98 1 88 0 0
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99 1 92 0 0
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101 1 84 0 0
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102 1 90 0 0
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103 2 22 0 5
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104 1 86 0 0
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105 2 25 0 5
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106 1 90 0 0
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107 2 2 0 5
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108 8 53 0 0
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109 8 44 0 0
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110 2 25 0 5
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111 2 11 1 5
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112 10 1 5 0
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113 1 106 0 0
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114 1 98 0 0
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115 1 100 0 0
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116 2 23 0 5
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117 1 102 0 0
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118 1 104 0 0
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119 1 146 0 0
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120 1 108 0 0
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121 2 8 1 5
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122 2 5 1 2
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123 2 27 0 5
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124 8 46 0 0
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125 2 25 0 5
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126 2 24 0 5
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127 2 11 1 5
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128 4 120 1 3
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128 4 120 2 3
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129 4 113 1 2
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129 4 113 1 1
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129 4 113 4 5
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130 4 114 1 1
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130 4 114 1 2
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130 4 114 3 2
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131 4 115 1 2
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132 4 120 1 3
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132 4 120 2 3
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133 4 113 1 2
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133 4 113 1 1
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133 4 113 4 5
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134 4 114 1 1
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134 4 114 1 2
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134 4 114 3 2
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135 4 115 1 2
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136 5 13 0 100
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137 8 53 0 0
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138 5 15 0 50
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139 8 46 0 0
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140 8 43 0 0
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141 8 47 0 0
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142 10 350 6 0
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143 10 350 6 0
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144 12 2 0 0
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145 11 14 0 0
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146 1 4 0 0
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147 9 8 0 136
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147 9 34 0 136
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148 9 2 0 137
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148 9 18 0 137
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149 4 96 1 5
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149 4 96 2 5
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149 4 96 3 10
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150 4 66 1 5
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150 4 66 2 5
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150 4 66 3 10
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151 13 1 1 5
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151 13 1 2 5
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152 1 4 0 0
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153 13 1 1 5
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153 13 1 1 5
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154 1 90 0 0
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155 4 54 1 4
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155 4 54 2 2
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155 4 54 5 1
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@ -1,14 +1,16 @@
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#define VCMI_DLL
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#include "../stdafx.h"
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#include "CHeroHandler.h"
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#include <sstream>
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#include "CLodHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include <iomanip>
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#include <sstream>
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#include <fstream>
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#include <boost/spirit.hpp>
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using namespace boost::spirit;
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extern CLodHandler * bitmaph;
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void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
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/*
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* CHeroHandler.cpp, part of VCMI engine
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*
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@ -350,6 +352,7 @@ void CHeroHandler::loadHeroes()
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iss >> hid >> sid;
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heroes[hid]->startingSpell = sid;
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}
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inp.close();
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}
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loadHeroClasses();
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initHeroClasses();
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@ -404,6 +407,25 @@ void CHeroHandler::loadHeroes()
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}
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ballistics.push_back(bli);
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}
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{
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it = 0;
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std::ifstream inp;
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dump.clear();
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inp.open(DATA_DIR "/config/specials.txt"); //loading hero specials
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specialInfo dummy;
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si32 hid;
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inp.ignore(100, '\n');
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for (int i = 0; i < 174; ++i)
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{
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inp >> hid;
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inp >> dummy.type;
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inp >> dummy.val;
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inp >> dummy.subtype;
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inp >> dummy.additionalinfo;
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heroes[hid]->spec.push_back(dummy); //put a copy of dummy
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}
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inp.close();
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}
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}
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void CHeroHandler::loadHeroClasses()
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{
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@ -19,6 +19,12 @@ class CHeroClass;
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class CDefHandler;
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class CGameInfo;
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class CGHeroInstance;
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struct specialInfo
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{ si32 type;
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si32 val;
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si32 subtype;
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si32 additionalinfo;
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};
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class DLL_EXPORT CHero
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{
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public:
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@ -33,6 +39,7 @@ public:
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CHeroClass * heroClass;
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EHeroClasses heroType; //hero class
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std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
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std::vector<specialInfo> spec;
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si32 startingSpell; //-1 if none
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//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
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@ -923,6 +923,138 @@ const std::string & CGHeroInstance::getBiography() const
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void CGHeroInstance::initObj()
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{
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blockVisit = true;
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speciality.growthsWithLevel = false;
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Bonus bonus;
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for (std::vector<specialInfo>::iterator it = type->spec.begin(); it != type->spec.end(); it++)
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{
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bonus.val = it->val;
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bonus.id = id; //from the hero, speciality has no unique id
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bonus.duration = Bonus::PERMANENT;
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bonus.source = Bonus::HERO_SPECIAL;
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switch (it->type)
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{
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case 1:// creature speciality
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speciality.growthsWithLevel = true;
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bonus.type = Bonus::SPECIAL_CREATURE;
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bonus.valType = Bonus::ADDITIVE_VALUE;
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bonus.subtype = 1; //attack
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bonus.additionalInfo = level/VLC->creh->creatures[it->val]->level * VLC->creh->creatures[it->val]->attack;
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speciality.bonuses.push_back (bonus);
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bonus.subtype = 2; //defense
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bonus.additionalInfo = level/VLC->creh->creatures[it->val]->level * VLC->creh->creatures[it->val]->defence;
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speciality.bonuses.push_back (bonus);
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bonus.subtype = 5;
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bonus.additionalInfo = 1; //+1 speed
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speciality.bonuses.push_back (bonus);
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for (std::set<ui32>::iterator i = VLC->creh->creatures[it->val]->upgrades.begin();
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i != VLC->creh->creatures[it->val]->upgrades.end(); i++)
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{
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bonus.val = *i; // for all direct upgrades of that creature
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bonus.subtype = 1; //attack
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bonus.additionalInfo = level/VLC->creh->creatures[*i]->level * VLC->creh->creatures[*i]->attack;
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speciality.bonuses.push_back (bonus);
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bonus.subtype = 2; //defense
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bonus.additionalInfo = level/VLC->creh->creatures[*i]->level * VLC->creh->creatures[*i]->defence;
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speciality.bonuses.push_back (bonus);
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bonus.subtype = 5;
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bonus.additionalInfo = 1; //+1 speed
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speciality.bonuses.push_back (bonus);
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}
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break;
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case 2://secondary skill
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speciality.growthsWithLevel = true;
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bonus.type = Bonus::SECONDARY_SKILL;
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bonus.subtype = it->val; //skill id
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bonus.val = it->additionalinfo * level; //actual value, screwed mapping :/
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switch (it->subtype)
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{
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case 0: //normal
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bonus.valType = Bonus::PERCENT_TO_BASE;
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break;
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case 1: //when it's navigation or there's no 'base' at all
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bonus.valType = Bonus::PERCENT_TO_ALL;
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break;
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}
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speciality.bonuses.push_back (bonus);
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break;
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case 3://spell damage bonus, level dependant
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speciality.growthsWithLevel = true;
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bonus.type = Bonus::SPECIAL_SPELL_LEV;
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bonus.subtype = it->subtype;
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bonus.additionalInfo = it->additionalinfo;
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speciality.bonuses.push_back (bonus);
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break;
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case 4://creature stat boost
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bonus.type = Bonus::SPECIAL_CREATURE;
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bonus.valType = Bonus::ADDITIVE_VALUE;
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bonus.subtype = it->subtype;
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bonus.additionalInfo = it->additionalinfo;
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speciality.bonuses.push_back (bonus);
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break;
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case 5://spell damage bonus in percent
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bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;
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bonus.valType = Bonus::PERCENT_TO_ALL;
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bonus.additionalInfo = it->additionalinfo;
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speciality.bonuses.push_back (bonus);
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break;
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case 6://damage bonus for bless (Adela)
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bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;
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bonus.additionalInfo = it->additionalinfo; //damage factor
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speciality.bonuses.push_back (bonus);
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break;
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case 7://maxed mastery for spell
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bonus.type = Bonus::MAXED_SPELL;
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bonus.val = it->val; //spell id
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speciality.bonuses.push_back (bonus);
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break;
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case 8://peculiar spells - enchantments
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bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;
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bonus.val = it->val; //spell id
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bonus.subtype = it->subtype; //0, 1 for Coronius
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speciality.bonuses.push_back (bonus);
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case 9://upgrade creatures
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bonus.type = Bonus::SPECIAL_UPGRADE;
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bonus.additionalInfo = it->additionalinfo;
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speciality.bonuses.push_back (bonus);
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for (std::set<ui32>::iterator i = VLC->creh->creatures[it->val]->upgrades.begin();
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i != VLC->creh->creatures[it->val]->upgrades.end(); i++)
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{
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bonus.val = *i;
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speciality.bonuses.push_back (bonus); //propagate for regular upgrades of base creature
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}
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break;
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case 10://resource generation
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bonus.type = Bonus::GENERATE_RESOURCE;
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bonus.subtype = it->subtype;
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speciality.bonuses.push_back (bonus);
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break;
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case 11://starting skill with mastery (Adrienne)
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cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget
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break;
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case 12://army speed
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bonus.type = Bonus::STACKS_SPEED;
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bonus.val = it->val;
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speciality.bonuses.push_back (bonus);
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break;
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case 13://Dragon bonuses (Mutare)
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bonus.type = Bonus::SPECIAL_CREATURE;
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bonus.valType = Bonus::ADDITIVE_VALUE;
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bonus.additionalInfo = it->additionalinfo; //value
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bonus.subtype = it->subtype; //which stat it is
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for (std::vector<CCreature*>::iterator i = VLC->creh->creatures.begin(); i != VLC->creh->creatures.end(); i++)
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{ //TODO: what if creature changes type during the game (Dragon Eye Ring?)
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if ((*i)->hasBonusOfType(Bonus::DRAGON_NATURE)) //TODO: implement it!
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{
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bonus.val = (*i)->idNumber; //for
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speciality.bonuses.push_back (bonus);
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}
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}
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default:
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tlog2 << "Unexpected hero speciality " << type <<'\n';
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}
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}
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if (speciality.growthsWithLevel)
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speciality.recalculateSpecials();
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}
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void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
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@ -1175,6 +1307,8 @@ void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= N
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if((root == this || contains(static_cast<const CStackInstance *>(root))) && visitedTown)
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out.insert(visitedTown);
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out.insert (&speciality);
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}
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void CGHeroInstance::pushPrimSkill(int which, int val)
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@ -305,7 +305,7 @@ public:
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struct DLL_EXPORT HeroSpecial : CBonusSystemNode
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{
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bool growthsWithLevel;
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void RecalculateSpecials(){};
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void recalculateSpecials(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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@ -147,7 +147,17 @@ namespace PrimarySkill
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BONUS_NAME(NOT_ACTIVE) \
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BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME(DARKNESS) /*val = radius */
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BONUS_NAME(DARKNESS) /*val = radius */ \
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BONUS_NAME(SPECIAL_CREATURE_LEV) /*val = base id*/ \
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BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
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BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
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BONUS_NAME(SPECIAL_CREATURE) /*val = base id, subtype = stat, additionalInfo = value*/\
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BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*val = id of spell, additionalInfo = value*/\
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BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
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BONUS_NAME(MAXED_SPELL) /*val = id*/\
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BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
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BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
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BONUS_NAME(DRAGON_NATURE) /*TODO: implement it!*/
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struct DLL_EXPORT Bonus
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{
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@ -180,6 +190,7 @@ struct DLL_EXPORT Bonus
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TOWN_STRUCTURE,
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HERO_BASE_SKILL,
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SECONDARY_SKILL,
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HERO_SPECIAL,
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ARMY
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};
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