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hero specialty fixes continuation: changes requested during code review
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@ -281,8 +281,6 @@ public:
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BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
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BONUS_NAME(MAXED_SPELL) /*val = id*/\
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BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
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BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty like Aenin, additionalInfo = value to add*/\
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BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty like Melody constant 3 luck, additionalInfo = value to fix.*/\
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BONUS_NAME(SPECIAL_UPGRADE) /*subtype = base, additionalInfo = target */\
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BONUS_NAME(DRAGON_NATURE) \
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BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
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@ -323,6 +321,8 @@ public:
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BONUS_NAME(SPECIAL_CRYSTAL_GENERATION) /*crystal dragon crystal generation*/ \
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BONUS_NAME(NO_SPELLCAST_BY_DEFAULT) /*spellcast will not be default attack option for this creature*/ \
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BONUS_NAME(GARGOYLE) /* gargoyle is special than NON_LIVING, cannot be rised or healed */ \
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BONUS_NAME(SPECIAL_ADD_VALUE_ENCHANT) /*specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add*/\
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BONUS_NAME(SPECIAL_FIXED_VALUE_ENCHANT) /*specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.*/\
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/* end of list */
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@ -213,7 +213,8 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe
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power = std::max(5 - tier, 0);
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break;
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}
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if(m->isNegativeSpell()) {
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if(m->isNegativeSpell())
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{
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//negative spells like weakness are defined in json with negative numbers, so we need do same here
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power = -1 * power;
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}
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@ -222,14 +223,14 @@ void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const Effe
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b.val += power;
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}
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}
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else if(addedValueBonus)
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if(addedValueBonus)
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{
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for(Bonus& b : buffer)
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{
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b.val += addedValueBonus->additionalInfo[0];
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}
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}
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else if(fixedValueBonus)
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if(fixedValueBonus)
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{
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for(Bonus& b : buffer)
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{
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