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vcmi: reuse SPELL_DAMAGE for sorcery
Now there is no need for specific spell bonus, and we need to simply reuse SPELL_DAMAGE, and by using PERCENT_TO_TARGET_TYPE speciality will work.
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@@ -618,8 +618,8 @@ int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base,
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{
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//applying sorcery secondary skill
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base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0);
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base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
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base = static_cast<int64_t>(base * (valOfBonuses(Bonus::SPELL_DAMAGE)) / 100.0);
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base = static_cast<int64_t>(base * (100 + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0);
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int maxSchoolBonus = 0;
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