Difference between revisions of "Building bonuses"

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(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...")
 
(Replaced content with "{{Template:MovedToWebpage|https://vcmi.eu/modders/Building_Bonuses/}}")
 
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Work-in-progress page do describe all bonuses provided by town buildings for future configuration.
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{{Template:MovedToWebpage|https://vcmi.eu/modders/Building_Bonuses/}}
==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:
 
<syntaxhighlight lang="javascript"> "function" : "castleGates" </syntaxhighlight>
 
 
 
==trade-related==
 
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===
 
<syntaxhighlight lang="javascript"> "guildLevels" : 1 </syntaxhighlight>
 
===unlock hero recruitment===
 
<syntaxhighlight lang="javascript"> "allowsHeroPurchase" : true </syntaxhighlight>
 
===unlock ship purchase===
 
<syntaxhighlight lang="javascript"> "allowsShipPurchase" : true </syntaxhighlight>
 
===unlock building purchase===
 
<syntaxhighlight lang="javascript"> "allowsBuildingPurchase" : true </syntaxhighlight>
 
===unlocks creatures===
 
<syntaxhighlight lang="javascript"> "dwelling" : { "level" : 1, "creature" : "archer" } </syntaxhighlight>
 
===creature growth bonus===
 
Turn into town bonus? What about creature-specific bonuses from hordes?
 
===gives resources===
 
<syntaxhighlight lang="javascript"> "provides" : { "gold" : 500 } </syntaxhighlight>
 
===gives guild spells===
 
<syntaxhighlight lang="javascript"> "guildSpells" : [5, 0, 0, 0, 0] </syntaxhighlight>
 
===gives thieves guild===
 
<syntaxhighlight lang="javascript"> "thievesGuildLevels" : 1 </syntaxhighlight>
 
===gives fortifications===
 
<syntaxhighlight lang="javascript"> "fortificationLevels" : 1 </syntaxhighlight>
 
===gives war machine===
 
<syntaxhighlight lang="javascript"> "warMachine" : "ballista" </syntaxhighlight>
 
 
 
==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
 
<syntaxhighlight lang="javascript">
 
"bonuses" :
 
{
 
"moraleToDefenders" :
 
{
 
"type": "MORALE",
 
"val" : 1,
 
"propagator" : ["VISITED_TOWN_AND_VISITOR"]
 
},
 
"luckToTeam" :
 
{
 
"type" : "LUCK",
 
"val" : 2,
 
"propagator" : [ "TEAM_PROPAGATOR" ]
 
}
 
</syntaxhighlight>
 
==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.
 
<syntaxhighlight lang="javascript"> "onePerPlayer" : true </syntaxhighlight>
 
===chance to be built on start===
 
<syntaxhighlight lang="javascript"> "prebuiltChance" : 75 </syntaxhighlight>
 

Latest revision as of 16:18, 16 July 2024

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