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Use arraytxt for object bonus description
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@ -154,7 +154,7 @@
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"onVisited" : [
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{
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"message" : 163,
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE" } ]
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE", "description" : 104 } ]
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}
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],
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"rewards" : [
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@ -162,25 +162,25 @@
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"appearChance" : { "max" : 30 },
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"message" : 162,
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"artifacts" : [ { "class" : "TREASURE" } ],
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE" } ]
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE", "description" : 104 } ]
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},
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{
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"appearChance" : { "min" : 30, "max" : 80 },
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"message" : 162,
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"artifacts" : [ { "class" : "MINOR" } ],
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE" } ]
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE", "description" : 104 } ]
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},
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{
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"appearChance" : { "min" : 80, "max" : 95 },
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"message" : 162,
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"artifacts" : [ { "class" : "MAJOR" } ],
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE" } ]
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE", "description" : 104 } ]
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},
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{
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"appearChance" : { "min" : 95 },
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"message" : 162,
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"artifacts" : [ { "class" : "RELIC" } ],
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE" } ]
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"bonuses" : [ { "type" : "MORALE", "val" : -3, "duration" : "ONE_BATTLE", "description" : 104 } ]
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}
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]
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}
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@ -427,14 +427,14 @@ static void loadBonusSubtype(BonusSubtypeID & subtype, BonusType type, const Jso
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if (node.isNumber()) // Compatibility code for 1.3 or older
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{
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logMod->warn("Bonus subtype must be string!");
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logMod->warn("Bonus subtype must be string! (%s)", node.meta);
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subtype = BonusCustomSubtype(node.Integer());
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return;
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}
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if (!node.isString())
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{
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logMod->warn("Bonus subtype must be string!");
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logMod->warn("Bonus subtype must be string! (%s)", node.meta);
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subtype = BonusSubtypeID();
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return;
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}
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@ -993,29 +993,28 @@ void GiveBonus::applyGs(CGameState *gs)
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std::string &descr = b->description;
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if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
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{
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if (bonus.source == BonusSource::OBJECT_TYPE || bonus.source == BonusSource::OBJECT_INSTANCE)
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{
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descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
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}
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else if(bonus.source == BonusSource::TOWN_STRUCTURE)
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{
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descr = bonus.description;
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return;
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}
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else
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{
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descr = bdescr.toString();
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}
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}
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else
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if(!bdescr.empty())
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{
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descr = bdescr.toString();
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}
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// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
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boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
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boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
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else if(!descr.empty())
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{
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//use preseet description
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}
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else if((bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE)
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&& (bonus.source == BonusSource::OBJECT_TYPE || bonus.source == BonusSource::OBJECT_INSTANCE))
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{
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//no description, use generic
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//?could use allways when Type == BonusDuration::Type::ONE_BATTLE
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descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
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}
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else
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{
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logGlobal->debug("Empty bonus decription. Type=%d", (int) bonus.type);
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}
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// Some of(?) versions of H3 use " %s" here instead of %d. Try to replace both of them
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boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val))); // " +/-%d Temporary until next battle
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boost::replace_first(descr, " %s", boost::str(boost::format(" %+d") % bonus.val)); // " %s" in arraytxt.69, fountian of fortune
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}
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void ChangeObjPos::applyGs(CGameState *gs)
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