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Hero is now properly attached to his special. Compile fix for ERM Parser.
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@ -2011,34 +2011,8 @@ const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
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}
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void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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{
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{
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si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
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//why, why, WHY this code is here?!?
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// Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
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// if (bonus)
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// {
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// switch(bonus->additionalInfo)
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// {
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// case 0: //normal
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// switch(type->level)
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// {
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// case 1: case 2:
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// power += 3; //it doesn't necessarily make sense for some spells, use it wisely
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// break;
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// case 3: case 4:
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// power += 2;
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// break;
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// case 5: case 6:
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// power += 1;
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// break;
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// }
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// break;
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// case 1: //only Coronius as yet
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// power = std::max(5 - type->level, 0);
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// break;
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// }
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// }
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switch(sse.sid)
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{
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case 27: //shield
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@ -2075,13 +2049,6 @@ void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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sf.back().sid = sse.sid;
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break;
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case 41: //bless
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// if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
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// {
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// int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
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// sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
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// sf.back().sid = sse.sid;
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// sf.back().valType = Bonus::PERCENT_TO_ALL;
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// }
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sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
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sf.back().sid = sse.sid;
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break;
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@ -2143,11 +2110,6 @@ void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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sf.back().sid = sse.sid;
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break;
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case 55: //slayer
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// if (bonus) //Coronius
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// {
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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// sf.back().sid = sse.sid;
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// }
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sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
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sf.back().sid = sse.sid;
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break;
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