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@ -270,6 +270,7 @@ namespace CSMWorld
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{ ColumnId_LevelledItemChanceNone, "Chance None" },
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{ ColumnId_PowerList, "Powers" },
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{ ColumnId_SkillImpact, "Skills" },
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{ ColumnId_UseValue1, "Use value 1" },
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{ ColumnId_UseValue2, "Use value 2" },
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@ -423,6 +424,17 @@ namespace
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"Alteration", "Conjuration", "Destruction", "Illusion", "Mysticism", "Restoration", 0
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};
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// impact from magic effects
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static const char *sSkills[] =
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{
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"Block", "Armorer", "MediumArmor", "HeavyArmor", "BluntWeapon",
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"LongBlade", "Axe", "Spear", "Athletics", "Enchant",
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"Destruction", "Alteration", "Illusion", "Conjuration", "Mysticism",
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"Restoration", "Alchemy", "Unarmored", "Security", "Sneak",
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"Acrobatics", "LightArmor", "ShortBlade", "Marksman", "Mercantile",
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"Speechcraft", "HandToHand", 0
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};
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const char **getEnumNames (CSMWorld::Columns::ColumnId column)
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{
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switch (column)
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@ -445,6 +457,7 @@ namespace
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case CSMWorld::Columns::ColumnId_MeshType: return sMeshTypes;
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case CSMWorld::Columns::ColumnId_SoundGeneratorType: return sSoundGeneratorType;
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case CSMWorld::Columns::ColumnId_School: return sSchools;
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case CSMWorld::Columns::ColumnId_SkillImpact: return sSkills;
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default: return 0;
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}
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