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@@ -85,7 +85,7 @@ ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const
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ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
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ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
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- for(const SpellSchoolInfo & cnf : spellSchoolConfig)
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+ for(const SpellSchoolInfo & cnf : SPELL_SCHOOL_CONFIG)
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{
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if(school.at(cnf.id))
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{
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@@ -116,7 +116,7 @@ ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affec
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{
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//applying protections - when spell has more then one elements, only one protection should be applied (I think)
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- for(const SpellSchoolInfo & cnf : spellSchoolConfig)
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+ for(const SpellSchoolInfo & cnf : SPELL_SCHOOL_CONFIG)
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{
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if(school.at(cnf.id) && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
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{
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@@ -367,7 +367,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj)
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//6. Check elemental immunities
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- for(const SpellSchoolInfo & cnf : spellSchoolConfig)
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+ for(const SpellSchoolInfo & cnf : SPELL_SCHOOL_CONFIG)
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{
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if(school.at(cnf.id))
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{
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@@ -658,7 +658,7 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
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const auto schoolNames = json["school"];
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- for(SpellSchoolInfo & info : spellSchoolConfig)
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+ for(const SpellSchoolInfo & info : SPELL_SCHOOL_CONFIG)
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{
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spell->school[info.id] = schoolNames[info.jsonName].Bool();
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}
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