forked from github/server
- RESOURCE_QUANTITY wird auch bei Zaubern berücksichtigt.
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@ -1193,7 +1193,7 @@ sp_hain(castorder *co)
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return 0;
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}
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trees = lovar(force * 10) + force;
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trees = lovar(force * 10 * RESOURCE_QUANTITY) + force;
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#if GROWING_TREES
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rsettrees(r, 1, rtrees(r,1) + trees);
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#else
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@ -1240,7 +1240,7 @@ sp_mallornhain(castorder *co)
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return 0;
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}
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trees = lovar(force * 10) + force;
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trees = lovar(force * 10 * RESOURCE_QUANTITY) + force;
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#if GROWING_TREES
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rsettrees(r, 1, rtrees(r,1) + trees);
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#else
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@ -1532,7 +1532,7 @@ sp_create_irongolem(castorder *co)
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return 0;
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}
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u2 = create_unit(r, mage->faction, force*8, new_race[RC_IRONGOLEM], 0,
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u2 = create_unit(r, mage->faction, max(1,force*8*RESOURCE_QUANTITY), new_race[RC_IRONGOLEM], 0,
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LOC(mage->faction->locale, rc_name(new_race[RC_IRONGOLEM], 1)), mage);
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set_level(u2, SK_ARMORER, 1);
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@ -1593,7 +1593,7 @@ sp_create_stonegolem(castorder *co)
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return 0;
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}
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u2 = create_unit(r, mage->faction, force*5, new_race[RC_STONEGOLEM], 0,
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u2 = create_unit(r, mage->faction, max(1,force*5*RESOURCE_QUANTITY), new_race[RC_STONEGOLEM], 0,
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LOC(mage->faction->locale, rc_name(new_race[RC_STONEGOLEM], 1)), mage);
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set_level(u2, SK_ROAD_BUILDING, 1);
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set_level(u2, SK_BUILDING, 1);
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