Difference between revisions of "List of all bonus types"
From VCMI Project Wiki
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* NO_MORALE eg. when fighting on cursed ground | * NO_MORALE eg. when fighting on cursed ground | ||
* ACID_BREATH additional val damage per creature after attack, additional info - chance in percent | * ACID_BREATH additional val damage per creature after attack, additional info - chance in percent | ||
− | + | = Spell effects = | |
* POISON val - max health penalty from poison possible | * POISON val - max health penalty from poison possible | ||
* BIND_EFFECT doesn't do anything particular, works as a marker | * BIND_EFFECT doesn't do anything particular, works as a marker | ||
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* IN_FRENZY value - level | * IN_FRENZY value - level | ||
* HYPNOTIZED | * HYPNOTIZED | ||
− | + | = Creature spellcasting and immunities = | |
− | + | * SPELLCASTER 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 | |
− | + | * RANDOM_SPELLCASTER eg. master genie, val - level | |
* SPELL_AFTER_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only | * SPELL_AFTER_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only | ||
* SPELL_BEFORE_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only | * SPELL_BEFORE_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only |
Revision as of 15:07, 10 November 2011
Contents
General-purpose bonuses
- NONE
- MORALE
- LUCK
- MAGIC_SCHOOL_SKILL eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth, value - level
- NO_TYPE
- DARKNESS val = radius
Hero bonuses
- MOVEMENT both water / land
- LAND_MOVEMENT
- SEA_MOVEMENT
- WATER_WALKING subtype 1 - without penalty, 2 - with penalty
- PRIMARY_SKILL uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance
- SIGHT_RADIOUS
- 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 val = id, additionalInfo = value per level in percent
- SPECIAL_SPELL_LEV val = id, additionalInfo = value per level in percent
- SPELL_DAMAGE val = value
- SPECIFIC_SPELL_DAMAGE subtype = id of spell, val = value
- SPECIAL_BLESS_DAMAGE val = spell (bless, additionalInfo = value per level in percent
- MAXED_SPELL val = id
- SPECIAL_PECULIAR_ENCHANT blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius
- SPECIAL_UPGRADE val = base, additionalInfo = target
- DRAGON_NATURE
- DEATH_STARE subtype 0 - gorgon, 1 - commander
Artifact bonuses
- SPELL_DURATION
- AIR_SPELL_DMG_PREMY
- EARTH_SPELL_DMG_PREMY
- FIRE_SPELL_DMG_PREMY
- WATER_SPELL_DMG_PREMY
- BLOCK_MORALE
- BLOCK_LUCK
- FIRE_SPELLS
- AIR_SPELLS
- WATER_SPELLS
- EARTH_SPELLS
- GENERATE_RESOURCE daily value, uses subtype (resource type
- CREATURE_GROWTH for legion artifacts: value - week growth bonus, subtype - monster level if aplicable
- WHIRLPOOL_PROTECTION hero won't lose army when teleporting through whirlpool
- SPELL hero knows spell, val - skill level (0 - 3, subtype - spell id
- SPELLS_OF_LEVEL hero knows all spells of given level, val - skill level; subtype - level
- ENEMY_CANT_ESCAPE for shackles of war
- NEGATE_ALL_NATURAL_IMMUNITIES
- OPENING_BATTLE_SPELL casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id
- CREATURE_GROWTH_PERCENT increases growth of all units in all towns, val - percentage
- FREE_SHIP_BOARDING movement points preserved with ship boarding and landing
Creature bonuses
- STACK_HEALTH
- STACKS_SPEED additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part
- FLYING_MOVEMENT subtype 1 - without penalty, 2 - with penalty
- CREATURE_DAMAGE subtype 0 = both, 1 = min, 2 = max
- EXP_MULTIPLIER val - percent of additional exp gained by stack / commander (base value 100)
- SHOTS
Creature abilities
- FREE_SHOOTING stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
- FLYING
- SHOOTER
- CHARGE_IMMUNITY
- ADDITIONAL_ATTACK
- UNLIMITED_RETALIATIONS
- NO_MELEE_PENALTY
- JOUSTING for champions
- HATE eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent
- KING1
- KING2
- KING3
- MAGIC_RESISTANCE in % (value
- CHANGES_SPELL_COST_FOR_ALLY in mana points (value , eg. mage
- CHANGES_SPELL_COST_FOR_ENEMY in mana points (value , eg. pegasus
- SPELL_RESISTANCE_AURA eg. unicorns, value - resistance bonus in % for adjacent creatures
- LEVEL_SPELL_IMMUNITY creature is immune to all spell with level below or equal to value of this bonus
- TWO_HEX_ATTACK_BREATH eg. dragons
- SPELL_DAMAGE_REDUCTION eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth
- NO_WALL_PENALTY
- NON_LIVING eg. gargoyle
- BLOCKS_RETALIATION eg. naga
- MANA_CHANNELING value in %, eg. familiar
- SPELL_LIKE_ATTACK subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog
- THREE_HEADED_ATTACK eg. cerberus
- FIRE_SHIELD
- UNDEAD
- HP_REGENERATION creature regenerates val HP every new 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
- LIFE_DRAIN
- DOUBLE_DAMAGE_CHANCE value in %, eg. dread knight
- RETURN_AFTER_STRIKE
- SELF_MORALE eg. minotaur
- CATAPULT
- ENEMY_DEFENCE_REDUCTION in % (value eg. behemots
- GENERAL_DAMAGE_REDUCTION shield air shield effect
- GENERAL_ATTACK_REDUCTION eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage
- DEFENSIVE_STANCE val - bonus to defense while defending
- ATTACKS_ALL_ADJACENT eg. hydra
- MORE_DAMAGE_FROM_SPELL value - damage increase in %, subtype - spell id
- FEAR
- FEARLESS
- NO_DISTANCE_PENALTY
- SELF_LUCK halfling
- HEALER
- SIEGE_WEAPON
- ADDITIONAL_RETALIATION value - number of additional retaliations
- MAGIC_MIRROR value - chance of redirecting in %
- SLAYER value - level
- NO_LUCK eg. when fighting on cursed ground
- NO_MORALE eg. when fighting on cursed ground
- ACID_BREATH additional val damage per creature after attack, additional info - chance in percent
Spell effects
- POISON val - max health penalty from poison possible
- 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
Creature spellcasting and immunities
- SPELLCASTER 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
- RANDOM_SPELLCASTER eg. master genie, val - level
- SPELL_AFTER_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only
- SPELL_BEFORE_ATTACK subtype - spell id, value - chance %, additional info % 1000 - level, (additional info1000 -> [0 - all attacks, 1 - shot only, 2 - melee only
- RECEPTIVE accepts friendly spells even with immunity
- DIRECT_DAMAGE_IMMUNITY direct damage spells, that is
- CASTS how many times creature can cast activated spell
- FIRE_IMMUNITY subtype 0 - all, 1 - all except positive, 2 - only damage spells
- WATER_IMMUNITY
- EARTH_IMMUNITY
- AIR_IMMUNITY
- SPELL_IMMUNITY subid - spell id
- 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 800
- CREATURE_ENCHANT_POWER total duration of spells casted by creature
- DAEMON_SUMMONING pit lord, subtype - type of creatures, val - hp per unit
- REBIRTH val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)