Difference between revisions of "List of all bonus types"

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(SPECIAL_SECONDARY_SKILL)
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== Hero specialties ==
 
== Hero specialties ==
 
=== SPECIAL_SECONDARY_SKILL ===
 
=== SPECIAL_SECONDARY_SKILL ===
*val = id
+
*subtype = skill id
 
*additionalInfo = value per level in percent
 
*additionalInfo = value per level in percent
  

Revision as of 11:22, 7 May 2013

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

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

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

SPECIAL_SPELL_LEV

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

SPELL_DAMAGE

  • val = value in percent

SPECIFIC_SPELL_DAMAGE

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

SPECIAL_BLESS_DAMAGE

  • subtype = spell (bless by default)
  • val = 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 creature ID
  • additionalInfo = target creature ID

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

  • subtype - spell id
  • val - skill level (0 - 3)

SPELLS_OF_LEVEL

hero knows all spells of given level

  • subtype - level
  • val - skill 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

  • 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

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

  • 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. gargoyle

UNDEAD

DRAGON_NATURE

KING1, KING2, KING3

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

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

  • subtype - 0 - regular, 1 - teleport

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

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

Special abilities

CATAPULT

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

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

  • val - precentage of life drained (since 0.92)

DOUBLE_DAMAGE_CHANCE

eg. dread knight

  • value in %

FEAR

HEALER

First aid tent

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

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 - spell mastery 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)

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

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.

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

Bonus string constants

Additional links