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- ===Short format=== ===Full format===2 KB (226 words) - 01:33, 28 August 2023
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317 bytes (28 words) - 11:45, 27 February 2013
Page text matches
- ** [[Mod file Format]] ** [[Town Format]]2 KB (319 words) - 08:41, 25 August 2023
- == Main format == //optional base format, will be merged with basic/advanced/expert2 KB (231 words) - 07:48, 3 February 2023
- == Bonus system == One of the more important pieces of VCMI is the [[bonus system]]. It's described in a separate article.6 KB (971 words) - 15:28, 26 September 2022
- == Węzeł systemu bonusów — CBonusSystemNode == ...dzane przez [[Bonus_system|system bonusów]]. Najkrócej ujmując, system bonusów pozwala określić dla każdego z węzłów wartość szeregu atrybutów49 KB (7,674 words) - 14:45, 23 December 2011
- *[[Artifact Format]] *[[Creature Format]]1,001 bytes (126 words) - 17:43, 14 March 2013
- ==Format== // growth bonus from horde building5 KB (574 words) - 19:48, 3 August 2023
- ===Short format=== ===Full format===2 KB (226 words) - 01:33, 28 August 2023
- Artifact bonuses use [[Bonus Format]]. ==Format==1 KB (175 words) - 17:24, 6 June 2017
- ...escribes behavior of map object part of town. Town-specific part of object format ...a hero class to appear in this town, creates pair with same field in class format11 KB (1,322 words) - 17:04, 2 December 2022
- ==Format== "base" : {common bonus properties},3 KB (383 words) - 06:45, 27 August 2018
- = Bonus string constants = *[[List of all bonus types]]325 bytes (45 words) - 20:59, 19 September 2017
- * [[/Bonus system]] * [[/Bonus type format]]255 bytes (22 words) - 03:12, 2 April 2014
- * (->) target selection configuration use selector semantic similar to bonus system. ...lled by target in '''canBeTargetedBy''' with ''this'' as parameter if some bonus related mechanics should be involved - in such case target shall be Bearer.3 KB (384 words) - 11:47, 11 March 2014
- -> Bonus system is core part of mechanics and it`s interface should be independent o ** Bonus (w/o BonusType, new bonus types can be added in future by mods, all hardcoded types should be used on1 KB (167 words) - 01:55, 9 March 2014
- = Main format = "animation":{<Animation format>},10 KB (1,240 words) - 19:44, 18 March 2023
- ! width=25% | <!-- EMPTY CELL --> || width=25% | [[Mod file Format]] || width=25% | <!-- EMPTY CELL --> ...Format]] || width=25% | [[Creature Format]] || width=25% | [[Hero Classes Format]]1 KB (107 words) - 13:39, 22 June 2014
- * The log format can be customized Format: %m6 KB (920 words) - 17:39, 22 April 2013
- ...nzy spell on all Minotaurs when they get deprived of their positive morale bonus. Part of Creatures Hidden Potential (v0.4) mod. |name=Andruid's Bonus Icons (0.8)49 KB (7,009 words) - 13:09, 9 November 2023
- This page lists changes in modding format between various versions of vcmi ...of fully configured dwelling in 0.96, See [[Map objects: Dwelling|dwelling format]] for details. File with this code must be listed in "objects" entry in mod7 KB (953 words) - 13:13, 27 July 2014
- ...one bonus if each type per skill level"? Current selector code for extract bonus from previous level: Selector::type(type).And(Selector::sourceType(Bonus::SECONDARY_SKILL))2 KB (236 words) - 10:16, 30 January 2014