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- H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions. - creatures ID's use same camelCase format as the rest of the game
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@@ -520,7 +520,7 @@ void CTownHandler::load(const JsonNode &source)
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[=](si32 commanderID)
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{
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factions[id].commander = commanderID;
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}); //TODO: resolve string id
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});
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faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
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faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
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