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SCMRmod
Ability Medic-Restoration should have validator for the set of effects to avoid casting of it on the unit without negative effects. Fix: <CValidatorUnitCompareBehaviorCount id="UnderAcidSpore"> <Compare value="GT"/> <Behavior value="AcidSpore"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderEnsnare"> <Compare value="GT"/> <Behavior value="Ensnare"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderIrradiate"> <Compare value="GT"/> <Behavior value="Irradiate"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderLockdown"> <Compare value="GT"/> <Behavior value="Lockdown"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderMaelstrom"> <Compare value="GT"/> <Behavior value="Maelstrom"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderOpticalFlare"> <Compare value="GT"/> <Behavior value="OpticalFlare"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderParasite"> <Compare value="GT"/> <Behavior value="Parasite"/> </CValidatorUnitCompareBehaviorCount> <CValidatorUnitCompareBehaviorCount id="UnderPlague"> <Compare value="GT"/> <Behavior value="DefilerMPPlague"/> </CValidatorUnitCompareBehaviorCount> <CValidatorCombine id="UseRestoration"> <CombineArray value="UnderAcidSpore"/> <CombineArray value="UnderEnsnare"/> <CombineArray value="UnderIrradiate"/> <CombineArray value="UnderLockdown"/> <CombineArray value="UnderMaelstrom"/> <CombineArray value="UnderOpticalFlare"/> <CombineArray value="UnderParasite"/> <CombineArray value="UnderPlague"/> </CValidatorCombine> <CEffectSet id="RestorationRemove252"> <ValidatorArray value="UseRestoration"/> </CEffectSet>
Ability Medic-Restoration should have validator for the set of effects to avoid casting of it on the unit without negative effects.
Fix:
<CValidatorUnitCompareBehaviorCount id="UnderAcidSpore"> <Compare value="GT"/> <Behavior value="AcidSpore"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderEnsnare"> <Compare value="GT"/> <Behavior value="Ensnare"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderIrradiate"> <Compare value="GT"/> <Behavior value="Irradiate"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderLockdown"> <Compare value="GT"/> <Behavior value="Lockdown"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderMaelstrom"> <Compare value="GT"/> <Behavior value="Maelstrom"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderOpticalFlare"> <Compare value="GT"/> <Behavior value="OpticalFlare"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderParasite"> <Compare value="GT"/> <Behavior value="Parasite"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorUnitCompareBehaviorCount id="UnderPlague"> <Compare value="GT"/> <Behavior value="DefilerMPPlague"/> </CValidatorUnitCompareBehaviorCount>
<CValidatorCombine id="UseRestoration"> <CombineArray value="UnderAcidSpore"/> <CombineArray value="UnderEnsnare"/> <CombineArray value="UnderIrradiate"/> <CombineArray value="UnderLockdown"/> <CombineArray value="UnderMaelstrom"/> <CombineArray value="UnderOpticalFlare"/> <CombineArray value="UnderParasite"/> <CombineArray value="UnderPlague"/> </CValidatorCombine>
<CEffectSet id="RestorationRemove252"> <ValidatorArray value="UseRestoration"/> </CEffectSet>
Unsure of the necessity of this at the moment
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