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Fix bug: xml skill: treat all="0" as no "all" #70

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Mar 15, 2024
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4 changes: 2 additions & 2 deletions xml.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -321,7 +321,7 @@ void parse_card_node(Cards& all_cards, Card* card, xml_node<>* card_node)
auto c = node_value(skill_node, "c", skill_id==Skill::flurry?1:0);
auto s = skill_target_skill(skill_node, "s");
auto s2 = skill_target_skill(skill_node, "s2");
bool all = skill_node->first_attribute("all");
bool all = node_value(skill_node, "all", 0);
auto card_id = node_value(skill_node, "card_id", 0);
//scaling
if(abs(1-x_skill_scale[Skill::no_skill]*x_skill_scale[skill_id==Skill::enhance?s:skill_id])>eps)
Expand Down Expand Up @@ -502,7 +502,7 @@ Deck* read_deck(Decks& decks, const Cards& all_cards, xml_node<>* node, DeckType
auto c = node_value(skill_node, "c", 0);
auto s = skill_target_skill(skill_node, "s");
auto s2 = skill_target_skill(skill_node, "s2");
bool all(skill_node->first_attribute("all"));
bool all(node_value(skill_node, "all", 0));
effects.push_back({skill_id, x, y, n, c, s, s2, all});
}
}
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