Difference between revisions of "List of all bonus types"

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(Hero bonuses)
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== Hero specialties ==
 
== Hero specialties ==
=== SPECIAL_SECONDARY_SKILL ===
 
*subtype = skill id
 
*additionalInfo = value per level in percent
 
  
 
=== SPECIAL_SPELL_LEV ===
 
=== SPECIAL_SPELL_LEV ===
Line 83: Line 80:
  
 
=== SPELL_DAMAGE ===
 
=== SPELL_DAMAGE ===
 +
Since 1.2: used for Sorcery secondary skill
 
*val = value in percent
 
*val = value in percent
  
Line 89: Line 87:
 
*val = value in percent (Luna, Ciele)
 
*val = value in percent (Luna, Ciele)
  
=== SPECIAL_BLESS_DAMAGE ===
+
=== SPECIAL_BLESS_DAMAGE (before 1.2) ===
 
*subtype = spell (bless by default)
 
*subtype = spell (bless by default)
 
*val = value per level in percent
 
*val = value per level in percent
  
=== MAXED_SPELL ===
+
=== MAXED_SPELL (before 1.2) ===
 
Spell always has expert effects but not expert range
 
Spell always has expert effects but not expert range
 
*subtype = id
 
*subtype = id
Line 113: Line 111:
 
* val - '''percent''' bonus to air / earth / fire / water spell damage.
 
* val - '''percent''' bonus to air / earth / fire / water spell damage.
  
=== BLOCK_MORALE, BLOCK_LUCK ===
+
=== BLOCK_MORALE, BLOCK_LUCK (removed in 1.2) ===
 
=== SPELL ===
 
=== SPELL ===
 
Hero knows spell, even if this spell is banned in map options or set to "special".
 
Hero knows spell, even if this spell is banned in map options or set to "special".
Line 179: Line 177:
 
War machines have it. They cannot be raised or healed, have no morale and don't move.
 
War machines have it. They cannot be raised or healed, have no morale and don't move.
 
=== DRAGON_NATURE ===
 
=== DRAGON_NATURE ===
=== KING1, KING2, KING3 ===
+
=== KING1, KING2, KING3 (before 1.2) ===
 
Creatures take more damage from basic, advanced or expert Slayer effect.
 
Creatures take more damage from basic, advanced or expert Slayer effect.
 
+
=== KING  (after 1.2) ===
 +
Creatures take more damage from Slayer effect than have greater or equal value than KING bonus.
 
=== FEARLESS ===
 
=== FEARLESS ===
 
=== NO_LUCK ===
 
=== NO_LUCK ===
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=== NO_MORALE ===
 
=== NO_MORALE ===
 
eg. when fighting on cursed ground
 
eg. when fighting on cursed ground
=== SELF_MORALE ===
+
=== SELF_MORALE (before 1.2) ===
 
eg. minotaur
 
eg. minotaur
=== SELF_LUCK ===
+
=== SELF_LUCK (before 1.2) ===
 
halfling
 
halfling
  
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=== JOUSTING ===
 
=== JOUSTING ===
for champions
+
for champions
 +
*val: percentage of charge
 +
 
=== HATE ===
 
=== HATE ===
 
eg. angels hate devils,
 
eg. angels hate devils,
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in % (value) eg. behemots  
 
in % (value) eg. behemots  
 
=== GENERAL_DAMAGE_REDUCTION ===
 
=== GENERAL_DAMAGE_REDUCTION ===
* subtype - 0 - shield (melee) , 1 - air shield effect (ranged)
+
* subtype - 0 - shield (melee) , 1 - air shield effect (ranged), -1 - armorer secondary skill (all, since 1.2)
 +
 
 +
=== PERCENTAGE_DAMAGE_BOOST (since 1.2) ===
 +
* subtype: -1 - any damage (not used), 0 - melee damage (offence), 1 - ranged damage (archery)
  
 
=== GENERAL_ATTACK_REDUCTION ===
 
=== GENERAL_ATTACK_REDUCTION ===
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== Special abilities ==
 
== Special abilities ==
 
=== CATAPULT ===
 
=== CATAPULT ===
 +
*subtype: (since 1.2) ability to use when catapulting (usually it contains ballistics parameters, ability for standard catapult and affected by ballistics is core:spell.catapultShot)
  
 
=== CATAPULT_EXTRA_SHOTS ===
 
=== CATAPULT_EXTRA_SHOTS ===
*val - number of additional shots, requires CATAPULT bonus to work
+
*subtype: (since 1.2) ability to be affected. Ability of CATAPULT bonus should match. Used for ballistics secondary skill with subtype of core:spell.catapultShot.
 +
*val: (since 1.2) ability level to be used with catapult. Additional shots configured in ability level, not here.
 +
*val: (before 1.2) number of additional shots, requires CATAPULT bonus to work
  
 
=== MANUAL_CONTROL ===
 
=== MANUAL_CONTROL ===
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eg. unicorns
 
eg. unicorns
 
*value - resistance bonus in % for adjacent creatures
 
*value - resistance bonus in % for adjacent creatures
 +
 
=== HP_REGENERATION ===
 
=== HP_REGENERATION ===
 
creature regenerates val HP every new round
 
creature regenerates val HP every new round
* subtype - 1 for green animation
 
 
* val: amount of HP regeneration per round
 
* 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 ===
 
=== MANA_DRAIN ===
 
value - spell points per turn
 
value - spell points per turn
 +
 
=== MANA_CHANNELING ===
 
=== MANA_CHANNELING ===
 
eg. familiar
 
eg. familiar
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=== HEALER ===
 
=== HEALER ===
 
First aid tent
 
First aid tent
 +
*subtype: (since 1.2) ability used for healing.
 +
 
=== FIRE_SHIELD ===
 
=== FIRE_SHIELD ===
 
=== MAGIC_MIRROR ===
 
=== MAGIC_MIRROR ===
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*additional info - weighted chance
 
*additional info - weighted chance
 
use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power
 
use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power
 +
(since 1.2 those bonuses can be used for calculating CATAPULT and HEALER bonuses)
  
 
=== ENCHANTER ===
 
=== ENCHANTER ===
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*subtype - spell id
 
*subtype - spell id
 
*additionalInfo - cooldown (number of turns)   
 
*additionalInfo - cooldown (number of turns)   
 +
 
=== RANDOM_SPELLCASTER ===
 
=== RANDOM_SPELLCASTER ===
 
eg. master genie
 
eg. master genie
Line 380: Line 388:
 
*X - spell level
 
*X - spell level
 
*Y = 0 - all attacks, 1 - shot only, 2 - melee only
 
*Y = 0 - all attacks, 1 - shot only, 2 - melee only
 +
 
=== SPELL_BEFORE_ATTACK ===
 
=== SPELL_BEFORE_ATTACK ===
 
*subtype - spell id
 
*subtype - spell id
Line 389: Line 398:
 
=== CASTS ===
 
=== CASTS ===
 
how many times creature can cast activated spell
 
how many times creature can cast activated spell
 +
 
=== SPECIFIC_SPELL_POWER ===
 
=== SPECIFIC_SPELL_POWER ===
*value used for Thunderbolt and Resurrection casted by units
+
*value used for Thunderbolt and Resurrection casted by units, also for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
*subtype - spell id  
+
*subtype - spell id
 +
 
 
=== CREATURE_SPELL_POWER ===
 
=== CREATURE_SPELL_POWER ===
 
*value per unit, divided by 100 (so faerie Dragons have 500)  
 
*value per unit, divided by 100 (so faerie Dragons have 500)  

Revision as of 19:23, 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

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 (Used for Scouting secondary skill)

  • val = distance in tiles

SIGHT_RADIUS (after 1.2)

Sight radius of a hero. Used for base radius + Scouting secondary skill

  • val = distance in tiles

MANA_REGENERATION

Before 1.2: points per turn apart from normal (1 + mysticism) After 1.2: points per turn (used for artifacts, global 1 point/turn regeneration and mysticism secondary skill)

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 (before 1.2)

%

SURRENDER_DISCOUNT

%

IMPROVED_NECROMANCY

Before 1.2: allows Necropolis units other than skeletons to be raised by necromancy After 1.2: determine units which is raised by necromancy skill.

  • subtype: creature raised
  • val: Necromancer power
  • addInfo: limiter by Necromancer power
  • Example (from Necromancy skill):
 "power" : {
 	"type" : "IMPROVED_NECROMANCY",
 	"subtype" : "creature.skeleton",
 	"addInfo" : 0
 }

Hero specialties

SPECIAL_SPELL_LEV

  • subtype = id
  • additionalInfo = value per level in percent

SPELL_DAMAGE

Since 1.2: used for Sorcery secondary skill

  • val = value in percent

SPECIFIC_SPELL_DAMAGE

  • subtype = id of spell
  • val = value in percent (Luna, Ciele)

SPECIAL_BLESS_DAMAGE (before 1.2)

  • subtype = spell (bless by default)
  • val = value per level in percent

MAXED_SPELL (before 1.2)

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 (removed in 1.2)

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 (before 1.2)

Creatures take more damage from basic, advanced or expert Slayer effect.

KING (after 1.2)

Creatures take more damage from Slayer effect than have greater or equal value than KING bonus.

FEARLESS

NO_LUCK

eg. when fighting on cursed ground

NO_MORALE

eg. when fighting on cursed ground

SELF_MORALE (before 1.2)

eg. minotaur

SELF_LUCK (before 1.2)

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

  • val: percentage of charge

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), -1 - armorer secondary skill (all, since 1.2)

PERCENTAGE_DAMAGE_BOOST (since 1.2)

  • subtype: -1 - any damage (not used), 0 - melee damage (offence), 1 - ranged damage (archery)

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

  • subtype: (since 1.2) ability to use when catapulting (usually it contains ballistics parameters, ability for standard catapult and affected by ballistics is core:spell.catapultShot)

CATAPULT_EXTRA_SHOTS

  • subtype: (since 1.2) ability to be affected. Ability of CATAPULT bonus should match. Used for ballistics secondary skill with subtype of core:spell.catapultShot.
  • val: (since 1.2) ability level to be used with catapult. Additional shots configured in ability level, not here.
  • val: (before 1.2) 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

  • val: amount of HP regeneration per round

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

  • subtype: (since 1.2) ability used for healing.

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 (since 1.2 those bonuses can be used for calculating CATAPULT and HEALER bonuses)

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, also for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
  • 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

Additional links