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@@ -1169,17 +1169,17 @@ JsonNode subtypeToJson(Bonus::BonusType type, int subtype)
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switch(type)
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{
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case Bonus::PRIMARY_SKILL:
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- return JsonUtils::stringNode(PrimarySkill::names[subtype]);
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+ return JsonUtils::stringNode("primSkill." + PrimarySkill::names[subtype]);
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case Bonus::SECONDARY_SKILL_PREMY:
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- return JsonUtils::stringNode(NSecondarySkill::names[subtype]);
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+ return JsonUtils::stringNode("skill." + NSecondarySkill::names[subtype]);
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case Bonus::SPECIAL_SPELL_LEV:
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case Bonus::SPECIFIC_SPELL_DAMAGE:
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case Bonus::SPECIAL_BLESS_DAMAGE:
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case Bonus::MAXED_SPELL:
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case Bonus::SPECIAL_PECULIAR_ENCHANT:
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- return JsonUtils::stringNode((*VLC->spellh)[SpellID::ESpellID(subtype)]->identifier);
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+ return JsonUtils::stringNode("spell." + (*VLC->spellh)[SpellID::ESpellID(subtype)]->identifier);
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case Bonus::SPECIAL_UPGRADE:
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- return JsonUtils::stringNode(CreatureID::encode(subtype));
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+ return JsonUtils::stringNode("creature." + CreatureID::encode(subtype));
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case Bonus::GENERATE_RESOURCE:
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return JsonUtils::stringNode(GameConstants::RESOURCE_NAMES[subtype]);
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default:
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@@ -1192,7 +1192,7 @@ JsonNode additionalInfoToJson(Bonus::BonusType type, int addInfo)
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switch(type)
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{
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case Bonus::SPECIAL_UPGRADE:
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- return JsonUtils::stringNode(CreatureID::encode(addInfo));
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+ return JsonUtils::stringNode("creature." + CreatureID::encode(addInfo));
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default:
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return JsonUtils::intNode(addInfo);
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}
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@@ -1717,3 +1717,26 @@ JsonNode ScalingUpdater::toJsonNode() const
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return root;
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}
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+
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+std::string nameForBonus(const Bonus & bonus)
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+{
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+ switch(bonus.type)
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+ {
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+ case Bonus::PRIMARY_SKILL:
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+ return PrimarySkill::names[bonus.subtype];
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+ case Bonus::SECONDARY_SKILL_PREMY:
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+ return NSecondarySkill::names[bonus.subtype];
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+ case Bonus::SPECIAL_SPELL_LEV:
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+ case Bonus::SPECIFIC_SPELL_DAMAGE:
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+ case Bonus::SPECIAL_BLESS_DAMAGE:
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+ case Bonus::MAXED_SPELL:
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+ case Bonus::SPECIAL_PECULIAR_ENCHANT:
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+ return (*VLC->spellh)[SpellID::ESpellID(bonus.subtype)]->identifier;
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+ case Bonus::SPECIAL_UPGRADE:
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+ return CreatureID::encode(bonus.subtype) + "2" + CreatureID::encode(bonus.additionalInfo);
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+ case Bonus::GENERATE_RESOURCE:
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+ return GameConstants::RESOURCE_NAMES[bonus.subtype];
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+ default:
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+ return vstd::findKey(bonusNameMap, bonus.type);
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+ }
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+}
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