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* new spells:
- precision - slayer * refactoring
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@@ -835,6 +835,8 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
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//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
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stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
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stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
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stacks.back()->attack += hero1->getPrimSkillLevel(0);
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stacks.back()->defense += hero1->getPrimSkillLevel(1);
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}
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else
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{
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@@ -884,6 +886,8 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
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stacks.back()->speed += hero2->valOfBonuses(HeroBonus::STACKS_SPEED);
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stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
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stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
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stacks.back()->attack += hero2->getPrimSkillLevel(0);
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stacks.back()->defense += hero2->getPrimSkillLevel(1);
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}
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else
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{
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@@ -2455,6 +2459,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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case 41: //bless
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case 42: //curse
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case 43: //bloodlust
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case 44: //precision
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case 45: //weakness
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case 46: //stone skin
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case 47: //disrupting ray
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@@ -2465,6 +2470,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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case 52: //misfortune
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case 53: //haste
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case 54: //slow
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case 55: //slayer
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case 61: //forgetfulness
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{
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SetStackEffect sse;
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