Difference between revisions of "List of all bonus types"

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(CHANGES_SPELL_COST_FOR_ALLY in mana points)
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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.
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= 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
 
=== FLYING_MOVEMENT ===
 
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 by default)
 
*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
 
 
 
= Artifact bonuses =
 
=== SPELL_DURATION ===
 
=== AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY ===
 
=== BLOCK_MORALE, BLOCK_LUCK ===
 
=== 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 
 
=== FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS ===
 
All spells of this school are granted to hero, eg. by Tomes of Magic
 
 
 
=== GENERATE_RESOURCE ===
 
daily value,
 
uses subtype (resource type) 
 
=== CREATURE_GROWTH ===
 
for legion artifacts
 
*value - week growth bonus,
 
*subtype - monster level if aplicable
 
 
 
=== CREATURE_GROWTH_PERCENT ===
 
increases growth of all units in all towns,
 
*val - percentage
 
 
 
=== ENEMY_CANT_ESCAPE ===
 
for Shackles of War
 
=== NEGATE_ALL_NATURAL_IMMUNITIES ===
 
Orb of Vulnerability
 
=== OPENING_BATTLE_SPELL ===
 
casts a spell at expert level at beginning of battle,
 
val - spell power,
 
subtype - spell id
 
=== 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. gargoyle
 
=== UNDEAD ===
 
=== DRAGON_NATURE ===
 
=== KING1, KING2, KING3 ===
 
=== 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 ===
 
=== 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 ===
 
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
 
=== NO_DISTANCE_PENALTY ===
 
=== NO_MELEE_PENALTY ===
 
=== NO_WALL_PENALTY ===
 
=== FREE_SHOOTING ===
 
stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
 
=== BLOCKS_RETALIATION ===
 
eg. naga
 
 
 
== Special abilities ==
 
=== CATAPULT ===
 
=== CHANGES_SPELL_COST_FOR_ALLY  ===
 
eg. mage
 
*value - reduction in mana points
 
 
 
=== CHANGES_SPELL_COST_FOR_ENEMY ===
 
in mana points (value) , eg. pegasus 
 
=== SPELL_RESISTANCE_AURA ===
 
eg. unicorns, value - resistance bonus in % for adjacent creatures
 
=== 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
 
=== MANA_CHANNELING ===
 
eg. familiar
 
*value in %
 
 
 
=== LIFE_DRAIN ===
 
=== DOUBLE_DAMAGE_CHANCE ===
 
eg. dread knight
 
*value in %
 
 
 
=== FEAR ===
 
=== HEALER ===
 
First aid tent
 
=== FIRE_SHIELD ===
 
=== MAGIC_MIRROR ===
 
value - chance of redirecting in %
 
=== SLAYER ===
 
value - level
 
=== ACID_BREATH ===
 
*val - damage per creature after attack,
 
*additional info - chance in percent
 
 
 
=== DEATH_STARE ===
 
*subtype 0 - gorgon, 1 - commander
 
 
 
== 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 - level
 
=== SPELL_AFTER_ATTACK ===
 
*subtype - spell id
 
*value - chance %
 
*additional info % 1000 - level
 
*additional info / 1000 -> [0 - all attacks, 1 - shot only, 2 - melee only]
 
=== SPELL_BEFORE_ATTACK ===
 
*subtype - spell id
 
*value - chance %
 
*additional info % 1000 - level
 
*additional info / 1000 -> [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
 
=== 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)
 
 
 
== Spell immunities ==
 
=== LEVEL_SPELL_IMMUNITY ===
 
creature is immune to all spell with level below or equal to value of this bonus
 
=== MAGIC_RESISTANCE ===
 
% (value)
 
=== 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
 
=== SPELL_IMMUNITY ===
 
subtype - spell id
 
=== DIRECT_DAMAGE_IMMUNITY ===
 
direct damage spells, that is
 
=== RECEPTIVE ===
 
accepts friendly spells even with immunity
 
 
 
= 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 ===
 

Latest revision as of 16:37, 16 July 2024

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