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Fixed trapped chiefs' behaviour
Trapped chiefs can no longer reduce the village loyalty. Removed some unused code.
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@@ -2253,14 +2253,9 @@ class Automation {
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//catapults look :D
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$info_cat = $info_chief = $info_ram = $info_hero = ",";
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//check to see if can destroy village
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$hasArtefact = false;
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if (count($varray) != 1 && $to['capital'] != 1 && !$database->villageHasArtefact($DefenderWref)) {
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$can_destroy=1;
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} else {
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if ($database->villageHasArtefact($DefenderWref)) {
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$hasArtefact = true;
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}
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$can_destroy=0;
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}
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if ($isoasis == 1) $can_destroy=0;
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@@ -2531,7 +2526,7 @@ class Automation {
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//$info_chief = "".$chief_pic.",You don't have enought CP to chief a village.";
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// note: at this point, we can use cache, since we've cleared it above
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if($this->getTypeLevel(35,$data['from']) == 0){
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for ($i=0; $i<($data['t9']-$dead9); $i++){
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for ($i=0; $i<($data['t9']-$dead9-$traped9); $i++){
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if (!isset($rand)) {
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$rand = 0;
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}
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@@ -2543,7 +2538,7 @@ class Automation {
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}
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}
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}else{
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for ($i=0; $i<($data['t9']-$dead9); $i++){
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for ($i=0; $i<($data['t9']-$dead9-$traped9); $i++){
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$rand+=rand(5,15);
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}
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}
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