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Implemented configurable FEAR ability
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@@ -66,7 +66,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
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return;
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}
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//don't show animation when no HP is regenerated
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switch(static_cast<BonusType>(bte.effect))
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switch(bte.effect)
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{
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case BonusType::HP_REGENERATION:
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displayEffect(EBattleEffect::REGENERATION, AudioPath::builtin("REGENER"), stack->getPosition(), 0.5);
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@@ -77,7 +77,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
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case BonusType::POISON:
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displayEffect(EBattleEffect::POISON, AudioPath::builtin("POISON"), stack->getPosition());
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break;
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case BonusType::FEAR:
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case BonusType::FEARFUL:
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displayEffect(EBattleEffect::FEAR, AudioPath::builtin("FEAR"), stack->getPosition(), 0.5);
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break;
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case BonusType::MORALE:
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