Implement set_icon attribute for [effect] apply_to=attack modifications
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@ -175,6 +175,7 @@ Version 1.11.6+dev:
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(probably accidentally) in 1.10.
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* Overhaul of the game events engine. Fixes some obscure bugs, like #21031,
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and grants feature request #18713.
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* Added new set_icon attribute for [effect] apply_to=attack.
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* Miscellaneous and bug fixes:
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* Added -256 and -512 color shifts to FADE_TO_BLACK and FADE_TO_BLACK_HOLD
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macros to account for ToD color shifts greater than -31, guaranteeing
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@ -176,6 +176,7 @@ bool attack_type::apply_modification(const config& cfg,std::string* description)
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const std::string& set_name = cfg["set_name"];
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const t_string& set_desc = cfg["set_description"];
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const std::string& set_type = cfg["set_type"];
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const std::string& set_icon = cfg["set_icon"];
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const std::string& del_specials = cfg["remove_specials"];
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const config &set_specials = cfg.child("set_specials");
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const std::string& increase_damage = cfg["increase_damage"];
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@ -202,6 +203,11 @@ bool attack_type::apply_modification(const config& cfg,std::string* description)
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cfg_["type"] = type_;
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}
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if(set_icon.empty() == false) {
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icon_ = set_icon;
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cfg_["icon"] = icon_;
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}
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if(del_specials.empty() == false) {
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const std::vector<std::string>& dsl = utils::split(del_specials);
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if (config &specials = cfg_.child("specials"))
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