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vcmi: remove MAXED_SPELL
Replace it by SPELL bonus with val = 3
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@ -615,9 +615,10 @@ std::vector<std::shared_ptr<Bonus>> SpecialtyInfoToBonuses(const SSpecialtyInfo
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break;
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}
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case 7: //maxed mastery for spell
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bonus->type = Bonus::SPECIAL_FIXED_VALUE_ENCHANT;
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bonus->type = Bonus::SPELL;
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bonus->subtype = spec.subtype; //spell id
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bonus->val = 3; //to match MAXED_BONUS
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bonus->val = 3; //to match MAXED_SPELL
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bonus->valType = Bonus::INDEPENDENT_MAX;
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result.push_back(bonus);
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break;
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case 8: //peculiar spells - enchantments
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@ -1649,7 +1649,7 @@ JsonNode subtypeToJson(Bonus::BonusType type, int subtype)
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return JsonUtils::stringNode(CSkillHandler::encodeSkillWithType(subtype));
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case Bonus::SPECIAL_SPELL_LEV:
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case Bonus::SPECIFIC_SPELL_DAMAGE:
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case Bonus::MAXED_SPELL:
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case Bonus::SPELL:
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case Bonus::SPECIAL_PECULIAR_ENCHANT:
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case Bonus::SPECIAL_ADD_VALUE_ENCHANT:
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case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:
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@ -1756,7 +1756,7 @@ std::string Bonus::nameForBonus() const
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return CSkillHandler::encodeSkill(subtype);
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case Bonus::SPECIAL_SPELL_LEV:
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case Bonus::SPECIFIC_SPELL_DAMAGE:
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case Bonus::MAXED_SPELL:
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case Bonus::SPELL:
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case Bonus::SPECIAL_PECULIAR_ENCHANT:
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case Bonus::SPECIAL_ADD_VALUE_ENCHANT:
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case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:
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@ -287,7 +287,6 @@ public:
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BONUS_NAME(SPECIAL_SPELL_LEV) /*subtype = id, val = value per level in percent*/\
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BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
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BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
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BONUS_NAME(MAXED_SPELL) /*val = id. deprecated in favour of SPECIAL_FIXED_VALUE_ENCHANT*/\
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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) /*subtype = base, additionalInfo = target */\
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BONUS_NAME(DRAGON_NATURE) \
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