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Spell_levels are not necessary in the end.
Fixes. Game won't crash when displaying info for war machines. However, they should be handled as regular stacks during battle.
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@@ -322,24 +322,5 @@ void CSpellHandler::loadSpells()
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}
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}
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ast.close();
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//ast.open(DATA_DIR "/config/spell_levels.txt", std::ios::binary);
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//if(!ast.is_open())
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//{
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// tlog1<<"lack of config/spell_levels.txt file!"<<std::endl;
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//}
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//else
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//{
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// //custom levels of spells. Level 0 seems to not be supported correctly, but we can replace it it something else
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// int spellID;
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// ast>>spellID;
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// int buf;
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// while(spellID != -1)
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// {
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// ast >> buf;
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// spells[spellID]->level = buf;
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// ast>>spellID;
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// }
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//}
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//ast.close();
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spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
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}
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