mirror of
https://github.com/vcmi/vcmi.git
synced 2025-03-19 21:10:12 +02:00
* added mirth, sorrow, fortune and misfortune spells
* actual stack's morale/luck is displayed in creature info window * initialization of morale/luck for siege machines * removed redundant copies of spell casting code in CGameHandler.cpp * corrected duration of frenzy spell which was incorrect in certain cases
This commit is contained in:
parent
05b3e3215c
commit
7b2585e422
@ -1668,6 +1668,26 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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displayEffect(0, sc->tile);
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break;
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}
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case 49: //mirth
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{
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displayEffect(20, sc->tile);
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break;
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}
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case 50: //sorrow
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{
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displayEffect(30, sc->tile);
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break;
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}
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case 51: //fortune
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{
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displayEffect(18, sc->tile);
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break;
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}
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case 52: //misfortune
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{
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displayEffect(48, sc->tile);
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break;
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}
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case 53: //haste
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{
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displayEffect(31, sc->tile);
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@ -2342,8 +2362,8 @@ void CBattleHex::clickRight(boost::logic::tribool down)
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{
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pom->attackBonus = h->getPrimSkillLevel(0);
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pom->defenseBonus = h->getPrimSkillLevel(1);
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pom->luck = h->getCurrentLuck();
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pom->morale = h->getCurrentMorale();
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pom->luck = myst.Luck();
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pom->morale = myst.Morale();
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pom->speedBonus = myst.speed() - myst.creature->speed;
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}
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@ -370,14 +370,32 @@ const CStack::StackEffect * CStack::getEffect(ui16 id) const
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si8 CStack::Morale() const
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{
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si8 ret = morale;
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//premies from spells/other effects
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if(getEffect(49)) //mirth
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{
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ret += VLC->spellh->spells[49].powers[getEffect(49)->level];
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}
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if(getEffect(50)) //sorrow
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{
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ret -= VLC->spellh->spells[50].powers[getEffect(50)->level];
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}
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if(ret > 3) ret = 3;
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if(ret < -3) ret = -3;
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return ret;
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}
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si8 CStack::Luck() const
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{
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si8 ret = luck;
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//premies from spells/other effects
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if(getEffect(51)) //fortune
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{
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ret += VLC->spellh->spells[51].powers[getEffect(51)->level];
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}
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if(getEffect(52)) //misfortune
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{
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ret -= VLC->spellh->spells[52].powers[getEffect(52)->level];
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}
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if(ret > 3) ret = 3;
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if(ret < -3) ret = -3;
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return ret;
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}
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CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
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@ -1318,6 +1318,33 @@ upgend:
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//TODO: check resistances
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#define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \
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if(getSchoolLevel(h,s) < 3) /*not expert */ \
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{ \
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; \
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sse.effect.id = (NUMBER); \
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sse.effect.level = getSchoolLevel(h,s); \
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sse.effect.turnsRemain = (DURATION); /*! - any duration */ \
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sendAndApply(&sse); \
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} \
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else \
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{ \
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for(int it=0; it<gs->curB->stacks.size(); ++it) \
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{ \
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/*if it's non negative spell and our unit or non positive spell and hostile unit */ \
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \
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) \
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{ \
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sse.stack = gs->curB->stacks[it]->ID; \
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sse.effect.id = (NUMBER); \
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sse.effect.level = getSchoolLevel(h,s); \
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sse.effect.turnsRemain = (DURATION); \
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sendAndApply(&sse); \
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} \
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} \
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}
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SpellCasted sc;
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sc.side = ba.side;
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sc.id = ba.additionalInfo;
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@ -1380,362 +1407,82 @@ upgend:
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}
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case 27: //shield
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 27;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 27;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(27, h->getPrimSkillLevel(2))
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break;
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}
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case 28: //air shield
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 28;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 28;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(28, h->getPrimSkillLevel(2))
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break;
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}
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case 41: //bless
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 41;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 41;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(41, h->getPrimSkillLevel(2))
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break;
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}
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case 42: //curse
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 42;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 42;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(42, h->getPrimSkillLevel(2))
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break;
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}
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case 43: //bloodlust
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 43;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 43;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(43, h->getPrimSkillLevel(2))
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break;
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}
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case 45: //weakness
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 45;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 45;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(45, h->getPrimSkillLevel(2))
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break;
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}
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case 46: //stone skin
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 46;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 46;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(46, h->getPrimSkillLevel(2))
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break;
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}
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case 48: //prayer
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 48;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 48;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(48, h->getPrimSkillLevel(2))
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break;
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}
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case 49: //mirth
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{
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SPELL_CAST_TEMPLATE_1(49, h->getPrimSkillLevel(2))
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break;
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}
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case 50: //sorrow
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{
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SPELL_CAST_TEMPLATE_1(50, h->getPrimSkillLevel(2))
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break;
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}
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case 51: //fortune
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{
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SPELL_CAST_TEMPLATE_1(51, h->getPrimSkillLevel(2))
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break;
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}
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case 52: //misfortune
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{
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SPELL_CAST_TEMPLATE_1(52, h->getPrimSkillLevel(2))
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break;
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}
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case 53: //haste
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 53;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
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||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
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)
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{
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sse.stack = gs->curB->stacks[it]->ID;
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sse.effect.id = 53;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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}
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}
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SPELL_CAST_TEMPLATE_1(53, h->getPrimSkillLevel(2))
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break;
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}
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case 54: //slow
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{
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SetStackEffect sse;
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if(getSchoolLevel(h,s) < 3) //not expert
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{
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 54;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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}
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else
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{
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for(int it=0; it<gs->curB->stacks.size(); ++it)
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{
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//if it's non negative spell and our unit or non positive spell and hostile unit
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if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
|
||||
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
|
||||
)
|
||||
{
|
||||
sse.stack = gs->curB->stacks[it]->ID;
|
||||
sse.effect.id = 54;
|
||||
sse.effect.level = getSchoolLevel(h,s);
|
||||
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
|
||||
sendAndApply(&sse);
|
||||
}
|
||||
}
|
||||
}
|
||||
SPELL_CAST_TEMPLATE_1(54, h->getPrimSkillLevel(2))
|
||||
break;
|
||||
}
|
||||
case 56: //frenzy
|
||||
{
|
||||
SetStackEffect sse;
|
||||
if(getSchoolLevel(h,s) < 3) //not expert
|
||||
{
|
||||
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
|
||||
sse.effect.id = 56;
|
||||
sse.effect.level = getSchoolLevel(h,s);
|
||||
sse.effect.turnsRemain = 1; //! - different duration
|
||||
sendAndApply(&sse);
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int it=0; it<gs->curB->stacks.size(); ++it)
|
||||
{
|
||||
//if it's non negative spell and our unit or non positive spell and hostile unit
|
||||
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
|
||||
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
|
||||
)
|
||||
{
|
||||
sse.stack = gs->curB->stacks[it]->ID;
|
||||
sse.effect.id = 56;
|
||||
sse.effect.level = getSchoolLevel(h,s);
|
||||
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
|
||||
sendAndApply(&sse);
|
||||
}
|
||||
}
|
||||
}
|
||||
SPELL_CAST_TEMPLATE_1(56, 1)
|
||||
break;
|
||||
}
|
||||
case 61: //forgetfulness
|
||||
{
|
||||
SetStackEffect sse;
|
||||
if(getSchoolLevel(h,s) < 3) //not expert
|
||||
{
|
||||
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
|
||||
sse.effect.id = 61;
|
||||
sse.effect.level = getSchoolLevel(h,s);
|
||||
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
|
||||
sendAndApply(&sse);
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int it=0; it<gs->curB->stacks.size(); ++it)
|
||||
{
|
||||
//if it's non negative spell and our unit or non positive spell and hostile unit
|
||||
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
|
||||
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
|
||||
)
|
||||
{
|
||||
sse.stack = gs->curB->stacks[it]->ID;
|
||||
sse.effect.id = 61;
|
||||
sse.effect.level = getSchoolLevel(h,s);
|
||||
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
|
||||
sendAndApply(&sse);
|
||||
}
|
||||
}
|
||||
}
|
||||
SPELL_CAST_TEMPLATE_1(61, h->getPrimSkillLevel(2))
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -1773,6 +1520,7 @@ customactionend:
|
||||
HANDLE_EXCEPTION(end2 = true);
|
||||
handleConEnd:
|
||||
tlog1 << "Ended handling connection\n";
|
||||
#undef SPELL_CAST_TEMPLATE_1
|
||||
}
|
||||
void CGameHandler::moveStack(int stack, int dest)
|
||||
{
|
||||
@ -2182,16 +1930,22 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
|
||||
stacks[stacks.size()-1]->position = 52;
|
||||
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
if(hero1->getArt(14)) //ammo cart
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
|
||||
stacks[stacks.size()-1]->position = 18;
|
||||
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
if(hero1->getArt(15)) //first aid tent
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
|
||||
stacks[stacks.size()-1]->position = 154;
|
||||
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
}
|
||||
if(hero2)
|
||||
@ -2200,16 +1954,22 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
|
||||
stacks[stacks.size()-1]->position = 66;
|
||||
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
if(hero2->getArt(14)) //ammo cart
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
|
||||
stacks[stacks.size()-1]->position = 32;
|
||||
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
if(hero2->getArt(15)) //first aid tent
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
|
||||
stacks[stacks.size()-1]->position = 168;
|
||||
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
||||
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
||||
}
|
||||
}
|
||||
//war machiens added
|
||||
|
Loading…
x
Reference in New Issue
Block a user