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vcmi/docs/modders/Bonus_Format.md

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2023-08-12 11:39:44 +02:00
Enumerative parameters are described in HeroBonus.h file.
### Short format
``` javascript
{
["BONUS_TYPE", val, subtype, addInfo]
}
```
### Full format
All parameters but type are optional.
``` javascript
{
"type": "BONUS_TYPE",
"subtype": 0,
"val" : 0,
"valueType": "VALUE_TYPE",
"addInfo" : 0, // or [1, 2, ...]
"duration" : "BONUS_DURATION", //or ["BONUS_DURATION1", "BONUS_DURATION2", ...]"
"turns" : 0,
"sourceType" : "SOURCE_TYPE",
"sourceID" : 0,
"effectRange" : "EFFECT_RANGE",
"limiters" : [
"PREDEFINED_LIMITER", optional_parameters (...), //whhich one is preferred?
{"type" : LIMITER_TYPE, "parameters" : [1,2,3]}
],
"propagator" : ["PROPAGATOR_TYPE", optional_parameters (...)],
"updater" : {Bonus Updater},
"propagationUpdater" : {Bonus Updater, but works during propagation},
"description" : "",
"stacking" : ""
}
```
## Subtype resolution
All string identifiers of items can be used in "subtype" field. This
allows cross-referencing between the mods and make config file more
readable.
### Available prefixes
- creature.
- artifact.
- skill.
``` javascript
"pathfinding", "archery", "logistics", "scouting", "diplomacy",
"navigation", "leadership", "wisdom", "mysticism", "luck",
"ballistics", "eagleEye", "necromancy", "estates", "fireMagic",
"airMagic", "waterMagic", "earthMagic", "scholar", "tactics",
"artillery", "learning", "offence", "armorer", "intelligence",
"sorcery", "resistance", "firstAid"
```
- resource.
Possible values:
``` javascript
"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
```
- hero.
- faction.
- spell.
- primSkill
``` javascript
"attack", "defence", "spellpower", "knowledge"
```
- terrain (since 0.99)
``` javascript
"dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
```
### Example
``` javascript
"bonus" :
{
"type" : "HATE",
"subtype" : "creature.enchanter",
"val" : 50
}
```
This bonus makes creature do 50% more damage to Enchanters.