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Secondary skill bonuses will now be correctly updated on level-up.
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@ -615,8 +615,7 @@ int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position o
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si32 CGHeroInstance::manaLimit() const
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{
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double modifier = (100.0f + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 24)) / 100.0f;
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return si32(10*getPrimSkillLevel(3)*modifier);
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return si32(getPrimSkillLevel(3) * (100.0f + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 24)) / 10.0f);
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}
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//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position
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//{
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@ -80,6 +80,7 @@ DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
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if(hero->getSecSkillLevel(which) == 0)
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{
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hero->secSkills.push_back(std::pair<int,int>(which, val));
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hero->updateSkill(which, val);
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}
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else
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{
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@ -97,10 +98,10 @@ DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
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tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
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hero->secSkills[i].second = 3;
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}
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hero->updateSkill(which, hero->secSkills[i].second); //when we know final value
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}
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}
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}
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hero->updateSkill(which, val);
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}
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DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
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