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vcmi: convert magic schools to MAGIC_SCHOOL_SKILL
It is already used by battlefields.
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@ -410,8 +410,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.fireMagic",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 2,
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"type" : "MAGIC_SCHOOL_SKILL",
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -438,8 +438,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.airMagic",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 1,
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"type" : "MAGIC_SCHOOL_SKILL",
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -466,8 +466,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.waterMagic",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 4,
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"type" : "MAGIC_SCHOOL_SKILL",
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -494,8 +494,8 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.earthMagic",
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"type" : "SECONDARY_SKILL_PREMY",
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"subtype" : 8,
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"type" : "MAGIC_SCHOOL_SKILL",
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"valueType" : "BASE_NUMBER"
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}
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}
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@ -595,9 +595,7 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t
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spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
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{
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int32_t thisSchool = std::max<int32_t>(
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valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, cnf.skill),
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valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id)))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
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int32_t thisSchool = valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (static_cast<ui8>(cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
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if(thisSchool > skill)
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{
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skill = thisSchool;
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