Difference between revisions of "List of all bonus types"

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=== MAGIC_SCHOOL_SKILL ===
 
=== MAGIC_SCHOOL_SKILL ===
 
eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth, value - level
 
eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth, value - level
* NO_TYPE
+
=== NO_TYPE ===
* DARKNESS val = radius
+
=== DARKNESS ===
 +
val = radius
 
= Hero bonuses =
 
= Hero bonuses =
* MOVEMENT both water / land
+
=== MOVEMENT ===
* LAND_MOVEMENT  
+
both water / land
* SEA_MOVEMENT
+
=== LAND_MOVEMENT ===
* WATER_WALKING subtype 1 - without penalty, 2 - with penalty
+
=== SEA_MOVEMENT ===
* FLYING_MOVEMENT subtype 1 - without penalty, 2 - with penalty   
+
=== WATER_WALKING ===
* PRIMARY_SKILL uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance   
+
subtype 1 - without penalty, 2 - with penalty
* SIGHT_RADIOUS  
+
=== FLYING_MOVEMENT ===
* MANA_REGENERATION points per turn apart from normal (1 + mysticism
+
subtype 1 - without penalty, 2 - with penalty   
* FULL_MANA_REGENERATION all mana points are replenished every day   
+
=== PRIMARY_SKILL ===
* NONEVIL_ALIGNMENT_MIX good and neutral creatures can be mixed without morale penalty   
+
uses subtype to pick skill
* SECONDARY_SKILL_PREMY %   
+
additional info if set: 1 - only melee, 2 - only distance   
* SURRENDER_DISCOUNT %  
+
=== SIGHT_RADIOUS ===
* IMPROVED_NECROMANCY allows Necropolis units other than skeletons to be raised by necromancy
+
=== 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 ==
 
== Hero specialties ==
* SPECIAL_SECONDARY_SKILL val = id, additionalInfo = value per level in percent  
+
=== SPECIAL_SECONDARY_SKILL ===
* SPECIAL_SPELL_LEV val = id, additionalInfo = value per level in percent
+
val = id, additionalInfo = value per level in percent  
* SPELL_DAMAGE val = value
+
=== SPECIAL_SPELL_LEV ===
* SPECIFIC_SPELL_DAMAGE subtype = id of spell, val = value
+
val = id, additionalInfo = value per level in percent
* SPECIAL_BLESS_DAMAGE val = spell (bless, additionalInfo = value per level in percent
+
=== SPELL_DAMAGE ===
* MAXED_SPELL val = id
+
val = value
* SPECIAL_PECULIAR_ENCHANT blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius
+
=== SPECIFIC_SPELL_DAMAGE ===
* SPECIAL_UPGRADE val = base, additionalInfo = target
+
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 =
 
= Artifact bonuses =

Revision as of 08:46, 11 November 2011

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.

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
  • 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
  • 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

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

  • FREE_SHOOTING stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
  • FLYING
  • SHOOTER
  • CHARGE_IMMUNITY
  • ADDITIONAL_ATTACK
  • UNLIMITED_RETALIATIONS
  • NO_MELEE_PENALTY
  • 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 subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog
  • THREE_HEADED_ATTACK eg. cerberus
  • 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
  • ATTACKS_ALL_ADJACENT eg. hydra
  • NO_WALL_PENALTY
  • BLOCKS_RETALIATION eg. naga

Special abilities

  • CATAPULT
  • 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
  • TWO_HEX_ATTACK_BREATH eg. dragons
  • 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 value in %, eg. familiar
  • LIFE_DRAIN
  • DOUBLE_DAMAGE_CHANCE value in %, eg. dread knight
  • FEAR
  • NO_DISTANCE_PENALTY
  • HEALER
  • FIRE_SHIELD
  • MAGIC_MIRROR value - chance of redirecting in %
  • SLAYER value - level
  • ACID_BREATH additional val damage per creature after attack, additional info - chance in percent
  • DEATH_STARE subtype 0 - gorgon, 1 - commander

Creature spellcasting and activated abilities

  • 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
  • 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 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)

Spell immunities

  • LEVEL_SPELL_IMMUNITY creature is immune to all spell with level below or equal to value of this bonus
  • MAGIC_RESISTANCE in % (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 subtype 0 - all, 1 - all except positive, 2 - only damage spells
  • WATER_IMMUNITY
  • EARTH_IMMUNITY
  • AIR_IMMUNITY
  • SPELL_IMMUNITY subid - 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