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Some additional info for Stack Experience, fixes.
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@ -670,21 +670,46 @@ void CCreatureHandler::loadCreatures()
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expRanks[0].push_back(it);
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for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
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{
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expRanks[0].push_back(expRanks[0][j-1] + dif);
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expRanks[0].push_back(expRanks[0][j-1] + it + dif);
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dif += it/5;
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}
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for (int i = 1; i < 8; ++i)
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for (i = 1; i < 8; ++i)
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{
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dif = 0;
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it = 1000 * i;
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expRanks[i].push_back(it);
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for (int j = 1; j < 10; ++j)
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{
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expRanks[i].push_back(expRanks[i][j-1] + dif);
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expRanks[i].push_back(expRanks[i][j-1] + it + dif);
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dif += it/5;
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}
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}
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buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
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it = 0;
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loadToIt (dump2, buf, it, 3); //ignore first line
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maxExpPerBattle.resize(8);
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si32 val;
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for (i = 1; i < 8; ++i)
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{
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loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
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loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
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loadToIt (dump2, buf, it, 4); //already calculated
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loadToIt (val, buf, it, 4);
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maxExpPerBattle[i] = (ui32)val;
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loadToIt (val, buf, it, 4); //11th level
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val += (si32)expRanks[i].back();
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expRanks[i].push_back((ui32)val);
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loadToIt (dump2, buf, it, 3); //crop comment
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}
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//skeleton gets exp penalty
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creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
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creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
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//exp for tier >7, rank 11
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expRanks[0].push_back(14700);
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expAfterUpgrade = 75; //percent
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}//end of Stack Experience
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//experiment - add 100 to attack for creatures of tier 1
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// Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
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@ -114,6 +114,8 @@ public:
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std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
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std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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std::vector<ui32> maxExpPerBattle; //tiers same as above
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si8 expAfterUpgrade;//multiplier in %
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void loadCreatures();
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void loadAnimationInfo();
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@ -156,7 +156,8 @@ namespace PrimarySkill
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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) \
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BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/
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BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
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BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/
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struct DLL_EXPORT Bonus
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{
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