Difference between revisions of "Building bonuses"
(Created page with "Work-in-progress page do describe all bonuses provided by town buildings for future configuration. ==unique buildings== Hardcoded functionalities, selectable but not configura...") |
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Revision as of 19:07, 27 April 2014
Work-in-progress page do describe all bonuses provided by town buildings for future configuration.
Contents
unique buildings
Hardcoded functionalities, selectable but not configurable. In future should be moved to scripting.
Includes:
- mystic pond
- treasury
- god of fire
- castle gates
- cover of darkness
- portal of summoning
- escape tunnel
Function of all of these objects can be enabled by this:
"function" : "castleGates"
Hardcoded functionality for now due to complexity of these objects. Temporary can be handles as unique buildings. Includes:
- resource - resource
- resource - player
- artifact - resource
- resource - artifact
- creature - resource
- resource - skills
- creature - skeleton
hero visitables
Buildings that give one or another bonus to visiting hero. All should be handled via configurable objects system.
Includes:
- gives mana points
- gives movement points
- give bonus to visitor
- permanent bonus to hero
generic functions
Generic town-specific functions that can be implemented as part of CBuilding class.
unlock guild level
"guildLevels" : 1
unlock hero recruitment
"allowsHeroPurchase" : true
unlock ship purchase
"allowsShipPurchase" : true
unlock building purchase
"allowsBuildingPurchase" : true
unlocks creatures
"dwelling" : { "level" : 1, "creature" : "archer" }
creature growth bonus
Turn into town bonus? What about creature-specific bonuses from hordes?
gives resources
"provides" : { "gold" : 500 }
gives guild spells
"guildSpells" : [5, 0, 0, 0, 0]
gives thieves guild
"thievesGuildLevels" : 1
gives fortifications
"fortificationLevels" : 1
gives war machine
"warMachine" : "ballista"
simple bonuses
Bonuses that can be made part of CBuilding. Note that due to how bonus system works this bonuses won't be stackable.
TODO: how to handle stackable bonuses like Necromancy Amplifier?
Includes:
- bonus to defender
- bonus to alliance
- bonus to scouting range
- bonus to player
"bonuses" :
{
"moraleToDefenders" :
{
"type": "MORALE",
"val" : 1,
"propagator" : ["VISITED_TOWN_AND_VISITOR"]
},
"luckToTeam" :
{
"type" : "LUCK",
"val" : 2,
"propagator" : [ "TEAM_PROPAGATOR" ]
}
misc
Some other properties of town building that does not fall under "bonus" category.
unique building
Possible issue - with removing of fixed ID's buildings in different town may no longer share same ID. However Capitol must be unique across all town. Should be fixed somehow.
"onePerPlayer" : true
chance to be built on start
"prebuiltChance" : 75