Introduce additional monster missile types to better preserve the AP cost of the original monster abilities
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@@ -968,7 +968,7 @@ static void fill_monst_abil_detail(cDialog& me, cMonster& monst, eMonstAbil abil
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me["type"].setText(get_str("monster-abilities", 79 + int(abil)));
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// Action points
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if(cat == eMonstAbilCat::MISSILE) {
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if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE)
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if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE || detail.missile.type == eMonstMissile::RAPID_ARROW)
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me["ap"].setTextToNum(3);
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else me["ap"].setTextToNum(2);
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} else if(cat == eMonstAbilCat::GENERAL) {
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