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* LEVEL_SPELL_IMMUNITY (e.g. Dragon spell immunity) implemented.
* Modified the positioning of battle effects, they should look about right now.
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@ -2692,7 +2692,14 @@ static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHero
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std::vector<ui32> ret;
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for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
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{
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//non-negative spells on friendly stacks should always succeed
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if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
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|| ((*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level))
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{
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ret.push_back((*it)->ID);
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continue;
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}
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//non-negative spells on friendly stacks should always succeed, unless immune
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if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
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continue;
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@ -2724,8 +2731,7 @@ static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHero
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if(prob > 100) prob = 100;
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if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
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|| rand()%100 < prob) //immunity from resistance
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if(rand()%100 < prob) //immunity from resistance
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ret.push_back((*it)->ID);
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}
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