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More details for Rebirth ability.
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@ -2536,7 +2536,10 @@ void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attacke
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{
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addNewAnim(new CDefenceAnim(attackedInfos[h], this));
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if (attackedInfos[h].rebirth)
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{
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displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
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CCS->soundh->playSound(soundBase::RESURECT);
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}
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}
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waitForAnims();
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for(int h = 0; h < attackedInfos.size(); ++h)
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@ -47,3 +47,4 @@ AIR_IMMUNITY Immune to Air
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EARTH_IMMUNITY Immune to Earth
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DIRECT_DAMAGE_IMMUNITY Direct Damage Immunity Immune to direct damage spells
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RECEPTIVE Receptive No Immunity to Friendly Spells
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REBIRTH Rebirth (%d%) Stack will rise after death
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@ -893,7 +893,10 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src
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return;
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}
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return;
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case 'r': //TODO: Rebirth on/off? makes sense?
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case 'r':
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b.type = Bonus::REBIRTH; //on/off? makes sense?
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b.subtype = 0;
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b.val = 20; //arbitrary value
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break;
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case 'R':
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b.type = Bonus::BLOCKS_RETALIATION; break;
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@ -1044,7 +1047,8 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src
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if (enable) //0 and 2 means non-active, 1 - active
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{
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b.val = 0; //on-off ability, no value specified
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if (b.type != Bonus::REBIRTH)
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b.val = 0; //on-off ability, no value specified
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loadToIt (curVal, src, it, 4); // 0 level is never active
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for (int i = 1; i < 11; ++i)
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{
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@ -574,6 +574,7 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::ATTACKS_ALL_ADJACENT:
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case Bonus::ADDITIONAL_ATTACK: //TODO: what with more than one attack? Axe of Ferocity for example
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case Bonus::FULL_HP_REGENERATION:
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case Bonus::REBIRTH:
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case Bonus::LIFE_DRAIN: //TODO: chance, hp percentage?
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case Bonus::SELF_MORALE:
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case Bonus::SELF_LUCK:
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@ -638,6 +639,7 @@ std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
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case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:
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case Bonus::ENEMY_DEFENCE_REDUCTION:
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case Bonus::REBIRTH:
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case Bonus::DEATH_STARE:
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boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
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break;
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@ -737,7 +739,8 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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fileName = "E_OBST.bmp"; break;
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case Bonus::ENEMY_DEFENCE_REDUCTION:
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fileName = "E_RDEF.bmp"; break;
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//"E_REBIRTH.bmp"
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case Bonus::REBIRTH:
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fileName = "E_REBIRTH.bmp"; break;
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case Bonus::BLOCKS_RETALIATION:
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fileName = "E_RETAIL.bmp"; break;
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case Bonus::ADDITIONAL_RETALIATION:
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