Difference between revisions of "List of all bonus types"
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* additional info if set: 1 - only melee, 2 - only distance | * additional info if set: 1 - only melee, 2 - only distance | ||
− | === SIGHT_RADIOUS === | + | === SIGHT_RADIOUS (before 1.2) === |
Additional bonus to range of sight | Additional bonus to range of sight | ||
* val = distance in tiles | * val = distance in tiles |
Revision as of 18:55, 18 March 2023
The bonuses were grouped according to their original purpose. The bonus system allows them to propagate freely betwen the nodes, however they may not be recognized properly beyond the scope of original use.
Contents
- 1 General-purpose bonuses
- 2 Hero bonuses
- 2.1 MOVEMENT
- 2.2 LAND_MOVEMENT, SEA_MOVEMENT (before 1.2)
- 2.3 WATER_WALKING
- 2.4 FLYING_MOVEMENT
- 2.5 NO_TERRAIN_PENALTY (since 0.98f)
- 2.6 PRIMARY_SKILL
- 2.7 SIGHT_RADIOUS (before 1.2)
- 2.8 MANA_REGENERATION
- 2.9 FULL_MANA_REGENERATION
- 2.10 NONEVIL_ALIGNMENT_MIX
- 2.11 SECONDARY_SKILL_PREMY
- 2.12 SURRENDER_DISCOUNT
- 2.13 IMPROVED_NECROMANCY
- 2.14 Hero specialties
- 3 Artifact bonuses
- 3.1 SPELL_DURATION
- 3.2 AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY
- 3.3 BLOCK_MORALE, BLOCK_LUCK
- 3.4 SPELL
- 3.5 SPELLS_OF_LEVEL
- 3.6 FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS
- 3.7 GENERATE_RESOURCE
- 3.8 CREATURE_GROWTH
- 3.9 CREATURE_GROWTH_PERCENT
- 3.10 BATTLE_NO_FLEEING
- 3.11 NEGATE_ALL_NATURAL_IMMUNITIES
- 3.12 OPENING_BATTLE_SPELL
- 3.13 FREE_SHIP_BOARDING
- 3.14 WHIRLPOOL_PROTECTION
- 4 Creature bonuses
- 5 Creature abilities
- 5.1 Static abilities and immunities
- 5.2 Combat abilities
- 5.2.1 FLYING
- 5.2.2 SHOOTER
- 5.2.3 CHARGE_IMMUNITY
- 5.2.4 ADDITIONAL_ATTACK
- 5.2.5 UNLIMITED_RETALIATIONS
- 5.2.6 ADDITIONAL_RETALIATION
- 5.2.7 JOUSTING
- 5.2.8 HATE
- 5.2.9 SPELL_LIKE_ATTACK
- 5.2.10 THREE_HEADED_ATTACK
- 5.2.11 ATTACKS_ALL_ADJACENT
- 5.2.12 TWO_HEX_ATTACK_BREATH
- 5.2.13 RETURN_AFTER_STRIKE
- 5.2.14 ENEMY_DEFENCE_REDUCTION
- 5.2.15 GENERAL_DAMAGE_REDUCTION
- 5.2.16 GENERAL_ATTACK_REDUCTION
- 5.2.17 DEFENSIVE_STANCE
- 5.2.18 NO_DISTANCE_PENALTY
- 5.2.19 NO_MELEE_PENALTY
- 5.2.20 NO_WALL_PENALTY
- 5.2.21 FREE_SHOOTING
- 5.2.22 BLOCKS_RETALIATION
- 5.2.23 SOUL_STEAL
- 5.2.24 TRANSMUTATION
- 5.2.25 SUMMON_GUARDIANS
- 5.2.26 RANGED_RETALIATION
- 5.2.27 BLOCKS_RANGED_RETALIATION
- 5.2.28 WIDE_BREATH
- 5.2.29 FIRST_STRIKE
- 5.2.30 SHOOTS_ALL_ADJACENT
- 5.2.31 DESTRUCTION
- 5.2.32 LIMITED_SHOOTING_RANGE (since VCMI 1.2)
- 5.3 Special abilities
- 5.3.1 CATAPULT
- 5.3.2 CATAPULT_EXTRA_SHOTS
- 5.3.3 MANUAL_CONTROL
- 5.3.4 CHANGES_SPELL_COST_FOR_ALLY
- 5.3.5 CHANGES_SPELL_COST_FOR_ENEMY
- 5.3.6 SPELL_RESISTANCE_AURA
- 5.3.7 HP_REGENERATION
- 5.3.8 FULL_HP_REGENERATION
- 5.3.9 MANA_DRAIN
- 5.3.10 MANA_CHANNELING
- 5.3.11 LIFE_DRAIN
- 5.3.12 DOUBLE_DAMAGE_CHANCE
- 5.3.13 FEAR
- 5.3.14 HEALER
- 5.3.15 FIRE_SHIELD
- 5.3.16 MAGIC_MIRROR
- 5.3.17 ACID_BREATH
- 5.3.18 DEATH_STARE
- 5.3.19 SPECIAL_CRYSTAL_GENERATION
- 5.3.20 NO_SPELLCAST_BY_DEFAULT
- 5.4 Creature spellcasting and activated abilities
- 5.5 Spell immunities
- 5.6 Deprecated creature abilities
- 6 Spell effects
- 7 Bonus string constants
- 8 Additional links
General-purpose bonuses
NONE
MORALE, LUCK
- val = value
MAGIC_SCHOOL_SKILL
eg. for magic plains terrain and for magic school secondary skills
- subtype: school of magic (0 - all, 1 - air, 2 - fire, 4 - water, 8 - earth)
- val - level
NO_TYPE
DARKNESS
- val = radius
Hero bonuses
MOVEMENT
Before 1.2: both water / land
After 1.2: subtype 0 - sea, subtype 1 - land
- val = number of movement points (100 points for a tile)
LAND_MOVEMENT, SEA_MOVEMENT (before 1.2)
- val = number of movement points (100 points for a tile)
WATER_WALKING
- subtype: 1 - without penalty, 2 - with penalty
FLYING_MOVEMENT
- subtype: 1 - without penalty, 2 - with penalty
NO_TERRAIN_PENALTY (since 0.98f)
Hero does not get movement penalty on certain terrain type (Nomads ability).
- subtype - type of terrain
PRIMARY_SKILL
- uses subtype to pick skill
- additional info if set: 1 - only melee, 2 - only distance
SIGHT_RADIOUS (before 1.2)
Additional bonus to range of sight
- val = distance in tiles
MANA_REGENERATION
points per turn apart from normal (1 + mysticism)
FULL_MANA_REGENERATION
all mana points are replenished every day
NONEVIL_ALIGNMENT_MIX
good and neutral creatures can be mixed without morale penalty
SECONDARY_SKILL_PREMY
%
SURRENDER_DISCOUNT
%
IMPROVED_NECROMANCY
allows Necropolis units other than skeletons to be raised by necromancy
Hero specialties
SPECIAL_SECONDARY_SKILL
- subtype = skill id
- additionalInfo = value per level in percent
SPECIAL_SPELL_LEV
- subtype = id
- additionalInfo = value per level in percent
SPELL_DAMAGE
- val = value in percent
SPECIFIC_SPELL_DAMAGE
- subtype = id of spell
- val = value in percent (Luna, Ciele)
SPECIAL_BLESS_DAMAGE
- subtype = spell (bless by default)
- val = value per level in percent
MAXED_SPELL
Spell always has expert effects but not expert range
- subtype = id
SPECIAL_PECULIAR_ENCHANT
blesses and curses with id = val dependent on unit's level
- subtype = 0 or 1 for Coronius
SPECIAL_UPGRADE
- subtype = base creature ID
- addInfo = target creature ID
Artifact bonuses
SPELL_DURATION
AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY
Effect of original Orb artifacts.
- val - percent bonus to air / earth / fire / water spell damage.
BLOCK_MORALE, BLOCK_LUCK
SPELL
Hero knows spell, even if this spell is banned in map options or set to "special".
- subtype - spell id
- val - skill level (0 - 3)
SPELLS_OF_LEVEL
hero knows all spells of given level
- subtype - level
- val - skill level
Does not grant spells banned in map options.
FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS
All spells of this school are granted to hero, eg. by Tomes of Magic. Does not grant spells banned in map options.
GENERATE_RESOURCE
- subtype - resource type
- val - daily income
CREATURE_GROWTH
for legion artifacts
- value - weekly growth bonus,
- subtype - monster level if aplicable
CREATURE_GROWTH_PERCENT
increases growth of all units in all towns,
- val - percentage
BATTLE_NO_FLEEING
for Shackles of War
NEGATE_ALL_NATURAL_IMMUNITIES
Orb of Vulnerability
OPENING_BATTLE_SPELL
casts a spell at expert level at beginning of battle
- subtype - spell id
- val - spell power
FREE_SHIP_BOARDING
movement points preserved with ship boarding and landing
WHIRLPOOL_PROTECTION
hero won't lose army when teleporting through whirlpool
Creature bonuses
STACK_HEALTH
STACKS_SPEED
- additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part
CREATURE_DAMAGE
- subtype: 0 = both, 1 = min, 2 = max
SHOTS
EXP_MULTIPLIER
- val - percent of additional exp gained by stack / commander (base value 100)
Creature abilities
Static abilities and immunities
NON_LIVING
eg. golems, elementals
GARGOYLE
Gargoyle is special than NON_LIVING, cannot be rised or healed
UNDEAD
SIEGE_WEAPON
War machines have it. They cannot be raised or healed, have no morale and don't move.
DRAGON_NATURE
KING1, KING2, KING3
Creatures take more damage from basic, advanced or expert Slayer effect.
FEARLESS
NO_LUCK
eg. when fighting on cursed ground
NO_MORALE
eg. when fighting on cursed ground
SELF_MORALE
eg. minotaur
SELF_LUCK
halfling
Combat abilities
FLYING
- subtype - 0 - regular, 1 - teleport
SHOOTER
CHARGE_IMMUNITY
ADDITIONAL_ATTACK
UNLIMITED_RETALIATIONS
ADDITIONAL_RETALIATION
- value - number of additional retaliations
JOUSTING
for champions
HATE
eg. angels hate devils,
- subtype - ID of hated creature,
- val - damage bonus percent
SPELL_LIKE_ATTACK
range is taken from spell, but damage from creature; eg. magog, lich
- subtype - spell,
- value - spell level
THREE_HEADED_ATTACK
eg. cerberus
ATTACKS_ALL_ADJACENT
eg. hydra
TWO_HEX_ATTACK_BREATH
eg. dragons
RETURN_AFTER_STRIKE
ENEMY_DEFENCE_REDUCTION
in % (value) eg. behemots
GENERAL_DAMAGE_REDUCTION
- subtype - 0 - shield (melee) , 1 - air shield effect (ranged)
GENERAL_ATTACK_REDUCTION
eg. while stoned or blinded - in %
- subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage
DEFENSIVE_STANCE
WoG ability.
- val - bonus to defense while defending
NO_DISTANCE_PENALTY
NO_MELEE_PENALTY
Ranged stack does full damage in melee.
NO_WALL_PENALTY
FREE_SHOOTING
stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
BLOCKS_RETALIATION
eg. naga
SOUL_STEAL
WoG ability. Gains new creatures for each enemy killed
- val: number of units gained per enemy killed
- subtype: 0 - gained units survive after battle, 1 - they do not
TRANSMUTATION
WoG ability. % chance to transform attacked unit to other type
- val: chance to trigger in %
- subtype: 0 - resurrection based on HP, 1 - based on unit count
- addInfo: additional info - target creature ID (attacker default)
SUMMON_GUARDIANS
WoG ability. Summon guardians surrounding desired stack
- val - amount in % of stack count
- subtype = creature ID
RANGED_RETALIATION
Allows shooters to perform ranged retaliation
- no additional parameters
BLOCKS_RANGED_RETALIATION
Disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only
- no additional parameters
WIDE_BREATH
Dragon breath affecting multiple nearby hexes
- no additional parameters
FIRST_STRIKE
First counterattack, then attack if possible
- no additional parameters
SHOOTS_ALL_ADJACENT
H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics
- no additional parameters
DESTRUCTION
Kills extra units after hit
- subtype: 0 - kill percentage of units, 1 - kill amount
- val: chance in percent to trigger
- addInfo: amount/percentage to kill
LIMITED_SHOOTING_RANGE (since VCMI 1.2)
Limits shooting range and/or changes long range penalty
- val: max shooting range in hexes
- addInfo: optional - sets range for "broken arrow" half damage mechanic - default is 10
Special abilities
CATAPULT
CATAPULT_EXTRA_SHOTS
- val - number of additional shots, requires CATAPULT bonus to work
MANUAL_CONTROL
- manually control warmachine with
- id = subtype
- val = chance
CHANGES_SPELL_COST_FOR_ALLY
eg. mage
- value - reduction in mana points
CHANGES_SPELL_COST_FOR_ENEMY
eg. Silver Pegasus
- value - mana points penalty
SPELL_RESISTANCE_AURA
eg. unicorns
- value - resistance bonus in % for adjacent creatures
HP_REGENERATION
creature regenerates val HP every new round
- subtype - 1 for green animation
- val: amount of HP regeneration per round
FULL_HP_REGENERATION
first creature regenerates all HP every new round
- subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)
MANA_DRAIN
value - spell points per turn
MANA_CHANNELING
eg. familiar
- value in %
LIFE_DRAIN
- val - precentage of life drained
DOUBLE_DAMAGE_CHANCE
eg. dread knight
- value in %
FEAR
HEALER
First aid tent
FIRE_SHIELD
MAGIC_MIRROR
- value - chance of redirecting in %
ACID_BREATH
- val - damage per creature after attack,
- additional info - chance in percent
DEATH_STARE
- subtype: 0 - gorgon, 1 - commander
- val: if subtype is 0, its the (average) percentage of killed creatures related to size of attacking stack
SPECIAL_CRYSTAL_GENERATION
Crystal dragon crystal generation
NO_SPELLCAST_BY_DEFAULT
Spellcast will not be default attack option for this creature
Creature spellcasting and activated abilities
SPELLCASTER
Creature gain activated ability to cast a spell. Example: Archangel, Faerie Dragon
- subtype - spell id
- value - level of school
- additional info - weighted chance
use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power
ENCHANTER
for Enchanter spells
- val - skill level
- subtype - spell id
- additionalInfo - cooldown (number of turns)
RANDOM_SPELLCASTER
eg. master genie
- val - spell mastery level
SPELL_AFTER_ATTACK
- subtype - spell id
- value - chance %
- additional info - [X, Y]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
SPELL_BEFORE_ATTACK
- subtype - spell id
- value - chance %
- additional info - [X, Y]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
CASTS
how many times creature can cast activated spell
SPECIFIC_SPELL_POWER
- value used for Thunderbolt and Resurrection casted by units
- subtype - spell id
CREATURE_SPELL_POWER
- value per unit, divided by 100 (so faerie Dragons have 500)
CREATURE_ENCHANT_POWER
total duration of spells casted by creature
REBIRTH
- val - percent of total stack HP restored
- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
ENCHANTED
Stack is permanently enchanted with spell subID of skill level = val, if val > 3 then spell is mass and has level of val-3. Enchantment is refreshed every turn.
Spell immunities
LEVEL_SPELL_IMMUNITY
creature is immune to all spell with level below or equal to value of this bonus
MAGIC_RESISTANCE
- value - percent
SPELL_DAMAGE_REDUCTION
eg. golems
- value - reduction in %
- subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth
MORE_DAMAGE_FROM_SPELL
- value - damage increase in %
- subtype - spell id
FIRE_IMMUNITY,WATER_IMMUNITY, EARTH_IMMUNITY, AIR_IMMUNITY
- subtype 0 - all, 1 - all except positive, 2 - only damage spells
MIND_IMMUNITY
Creature is immune to all mind spells.
SPELL_IMMUNITY
- subtype - spell id
- ainfo - 0 - normal, 1 - absolute
DIRECT_DAMAGE_IMMUNITY
WoG ability. Creature is completely immune to damage spells.
RECEPTIVE
WoG ability. Creature accepts all friendly spells even though it would be normally immune to it.
Deprecated creature abilities
DAEMON_SUMMONING
pit lord - removed in VCMI 1.2 as part of major battles refactoring
- subtype - type of creatures
- val - hp per unit
Spell effects
POISON
- val - max health penalty from poison possible
SLAYER
- value - spell level
BIND_EFFECT
doesn't do anything particular, works as a marker
FORGETFULL
forgetfulness spell effect
- value - level
NOT_ACTIVE
ALWAYS_MINIMUM_DAMAGE
unit does its minimum damage from range
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- value: additional damage penalty (it'll subtracted from dmg)
- additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]
ALWAYS_MAXIMUM_DAMAGE
eg. bless effect
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- value: additional damage
- additional info - multiplicative bonus for dmg in %
ATTACKS_NEAREST_CREATURE
while in berserk
IN_FRENZY
- value - level
HYPNOTIZED
NO_RETALIATION
Eg. when blinded or paralyzed.
Bonus string constants
- List of all bonus types
- List of bonus value types
- List of bonus range types
- List of bonus duration types
- List of bonus sources
- List of bonus limiters
- List of bonus propagators
- List of bonus updaters