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Document Holy Wave mechanics (#8553)
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@@ -25,7 +25,7 @@ Source map for Shardok command requirements/costs:
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- Scout: scoutActionPointCost=5 and scoutRange=4; src/main/cpp/net/eagle0/shardok/library/command_factories/ScoutCommandFactory.cpp.
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- Raise Dead: raiseDeadActionPointCost=5 and raiseDeadRange=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp.
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- Dismiss Unit: requires remainingActionPoints > 0 in src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/DismissUnitCommand.cpp.
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- Holy Wave: holyWaveActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp.
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- Holy Wave: holyWaveActionPointCost=5, holyWaveVigorCost=10, holyWaveInspireBonus=25, maxInspireOverBase=10, holyWaveVigorBuf=5, holyWaveDamagePercentage=0.7, and holyWaveCharismaXp=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.cpp.
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- Stop and Rest: stop posts no AP cost; rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; stop implementation in UnitStopCommand.cpp.
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- Challenge Duel: challengeDuelActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/ChallengeDuelCommand.cpp.
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- Fear: fearActionPointCost=5 and fearRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp.
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@@ -251,11 +251,13 @@ The follow-up list is a planning aid, not a complete list of everything the unit
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<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
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<b>Available when:</b> the paladin has a valid holy-wave action.
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<b>Vigor cost:</b> 10 from the Paladin under normal circumstances.
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<b>Effect:</b> Use a holy-area effect from the capable unit.
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<b>Available when:</b> the Paladin unit has enough AP and meets the shared morale and hero-vigor requirements.
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<b>Selection:</b> choose the paladin unit and command target, if one is required.
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<b>Effect:</b> Emit a wave centered on the Paladin. The Paladin and every adjacent non-Undead unit controlled by the same player gain 25 morale, capped at 10 above base morale and at 100 overall; attached heroes regain 5 vigor up to starting vigor; and stun is removed. Every adjacent Undead unit, regardless of allegiance, loses 70% of its troops, becomes visible, and targets the Paladin. The Paladin gains 5 Charisma XP. The effect does not make a success roll.
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<b>Selection:</b> choose the Paladin unit. Holy Wave does not require a target.
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### Stop and Rest
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