List of all bonus types

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Revision as of 09:03, 11 November 2011 by Warmonger (talk | contribs) (Special abilities)
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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.

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

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

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, subtype - spell, value - spell level

THREE_HEADED_ATTACK

eg. cerberus

ATTACKS_ALL_ADJACENT

eg. hydra

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_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 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 === 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