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vcmi/config/spells/timed.json

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{
"shield" : {
"index" : 27,
"targetType" : "CREATURE",
"animation":{
"affect":["C13SPE0"]
},
"sounds": {
"cast": "SHIELD"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
//no cumulative effect even with mods here
"effects" : {
"generalDamageReduction" : {
"type" : "GENERAL_DAMAGE_REDUCTION",
"subtype" : 0,
"duration" : "N_TURNS"
}
}
},
"expert":{
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"airShield" : {
"index" : 28,
"targetType" : "CREATURE",
"animation":{
"affect":["C01SPA0"]
},
"sounds": {
"cast": "AIRSHELD"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
//no cumulative effect even with mods here
"effects" : {
"generalDamageReduction" : {
"type" : "GENERAL_DAMAGE_REDUCTION",
"subtype" : 1,
"duration" : "N_TURNS"
}
}
},
"expert":{
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"fireShield" : {
"index" : 29,
"targetType" : "CREATURE",
"animation":{
"affect":["C05SPF0"]
},
"sounds": {
"cast": "FIRESHIE"
},
// It looks that fireshield has two separate sounds
// "soundfile":"FIRESHLD.wav"
//
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"fireShield" : {
"type" : "FIRE_SHIELD",
"duration" : "N_TURNS"
}
}
}
},
"flags" : {
"positive": true
}
},
"protectAir" : {
"index" : 30,
"targetType" : "CREATURE",
"animation":{
"affect":["C11SPE0"]
},
"sounds": {
"cast": "PROTECTA"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"spellDamageReduction" : {
"type" : "SPELL_DAMAGE_REDUCTION",
"subtype" : 0,
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"duration" : "N_TURNS",
"val" : 30
}
}
},
"advanced" : {
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
}
},
"expert":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
},
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"protectFire" : {
"index" : 31,
"targetType" : "CREATURE",
"animation":{
"affect":["C11SPW0"]
},
"sounds": {
"cast": "PROTECTF"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"spellDamageReduction" : {
"type" : "SPELL_DAMAGE_REDUCTION",
"subtype" : 1,
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"duration" : "N_TURNS",
"val" : 30
}
}
},
"advanced" : {
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
}
},
"expert":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
},
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"protectWater" : {
"index" : 32,
"targetType" : "CREATURE",
"animation":{
"affect":["C11SPF0"]
},
"sounds": {
"cast": "PROTECTW"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"spellDamageReduction" : {
"type" : "SPELL_DAMAGE_REDUCTION",
"subtype" : 2,
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"duration" : "N_TURNS",
"val" : 30
}
}
},
"advanced" : {
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
}
},
"expert":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
},
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"protectEarth" : {
"index" : 33,
"targetType" : "CREATURE",
"animation":{
"affect":["C13SPA0"]
},
"sounds": {
"cast": "PROTECTE"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"spellDamageReduction" : {
"type" : "SPELL_DAMAGE_REDUCTION",
"subtype" : 3,
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"duration" : "N_TURNS",
"val" : 30
}
}
},
"advanced" : {
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
}
},
"expert":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"effects" : {
"spellDamageReduction" : {
"val" : 50
}
},
"range" : "X"
}
},
"flags" : {
"positive": true
}
},
"antiMagic" : {
"index" : 34,
"targetType" : "CREATURE",
"animation":{
"affect":["C02SPE0"]
},
"sounds": {
"cast": "ANTIMAGK"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"battleEffects":{
"spellImmunity":{
"type":"core:timed",
"bonus":{
"levelSpellImmunity":{
"addInfo" : 1, //absolute
"val" : 3,
"type" : "LEVEL_SPELL_IMMUNITY",
"valueType" : "INDEPENDENT_MAX",
"duration" : "N_TURNS"
}
}
},
"dispel":{
"type":"core:dispel",
"optional":true,
"dispelNegative":true,
"dispelNeutral":true,
"dispelPositive":false
}
}
},
"advanced":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"battleEffects":{
"spellImmunity":{
"bonus" :{
"levelSpellImmunity":{
"val" : 4
}
}
}
}
},
"expert":{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"battleEffects":{
"spellImmunity":{
"bonus":{
"levelSpellImmunity":{
"val" : 5
}
}
}
}
}
},
"flags" : {
"positive": true
}
},
"magicMirror" : {
"index" : 36,
"targetType" : "CREATURE",
"animation":{
"affect":["C02SPA0"]
},
"sounds": {
"cast": "BACKLASH"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"magicMirror" : {
"type" : "MAGIC_MIRROR",
"valueType" : "INDEPENDENT_MAX",
"duration" : "N_TURNS"
}
}
}
},
"flags" : {
"positive": true
}
},
"bless" : {
"index" : 41,
"targetType" : "CREATURE",
"animation":{
"affect":["C01SPW"] //C01SPW0
},
"sounds": {
"cast": "BLESS"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"alwaysMaximumDamage" : {
"val" : 0,
"type" : "ALWAYS_MAXIMUM_DAMAGE",
"subtype" : -1,
"valueType" : "INDEPENDENT_MAX",
"duration" : "N_TURNS"
}
}
},
"expert":{
"range" : "X"
}
},
"counters" : {
"spell.curse": true
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "absolute"
}
}
},
"curse" : {
"index" : 42,
"targetType" : "CREATURE",
"animation":{
"affect":["C04SPW"]//C04SPW0
},
"sounds": {
"cast": "CURSE"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"alwaysMinimumDamage" : {
"addInfo" : 0,
"val" : 0,
"type" : "ALWAYS_MINIMUM_DAMAGE",
"subtype" : -1,
"valueType" : "INDEPENDENT_MAX",
"duration" : "N_TURNS"
}
}
},
"expert":{
"range" : "X"
}
},
"counters" : {
"spell.bless": true
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "absolute"
}
}
},
"bloodlust" : {
"index" : 43,
"targetType" : "CREATURE",
"animation":{
"affect":["SP12_"] //???
},
"sounds": {
"cast": "BLOODLUS"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"primarySkill" : {
"val" : 3,
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.attack",
"effectRange" : "ONLY_MELEE_FIGHT",
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"primarySkill" : {
"val" : 6
}
}
},
"expert":{
"range" : "X",
"effects" : {
"primarySkill" : {
"val" : 6
}
}
}
},
"counters" : {
"spell.weakness": true
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute"
}
}
},
"precision" : {
"index" : 44,
"targetType" : "CREATURE",
"animation":{
"affect":["C12SPA0"]
},
"sounds": {
"cast": "PRECISON"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"primarySkill" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.attack",
"val" : 3,
"effectRange" : "ONLY_DISTANCE_FIGHT",
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"primarySkill" : {
"val" : 6
}
}
},
"expert":{
"range" : "X",
"effects" : {
"primarySkill" : {
"val" : 6
}
}
}
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"allOf" : {
"bonus.SHOOTER" : "absolute"
}
}
},
"weakness" : {
"index" : 45,
"targetType" : "CREATURE",
"animation":{
"affect":["C0ACID"]
},
"sounds": {
"cast": "WEAKNESS"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"primarySkill" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.attack",
"val" : -3,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"primarySkill" : {
"val" : -6
}
}
},
"expert":{
"range" : "X",
"effects" : {
"primarySkill" : {
"val" : -6
}
}
}
},
"counters" : {
"spell.bloodlust": true
},
"flags" : {
"negative": true
}
},
"stoneSkin" : {
"index" : 46,
"targetType" : "CREATURE",
"animation":{
"affect":["C16SPE"] //C16SPE0
},
"sounds": {
"cast": "TUFFSKIN"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"primarySkill" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.defence",
"val" : 3,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"primarySkill" : {
"val" : 6
}
}
},
"expert":{
"range" : "X",
"effects" : {
"primarySkill" : {
"val" : 6
}
}
}
},
"flags" : {
"positive": true
}
},
"disruptingRay" : {
"index" : 47,
"targetType" : "CREATURE",
"animation":{
"affect":["C07SPA1"],
"projectile":[{"defName":"C07SPA0"}]//???
},
"sounds": {
"cast": "DISRUPTR"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"cumulativeEffects" : {
"primarySkill" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.defence",
"val" : -3,
"valueType" : "ADDITIVE_VALUE",
2015-10-05 23:26:04 +02:00
"duration" : "PERMANENT"
}
}
},
"advanced":{
"cumulativeEffects" : {
"primarySkill" : {
"val" : -4
}
}
},
"expert":{
"cumulativeEffects" : {
"primarySkill" : {
"val" : -5
}
}
}
},
"flags" : {
"negative": true
}
},
"prayer" : {
"index" : 48,
"targetType" : "CREATURE",
"animation":{
"affect":[{"defName":"C10SPW", "verticalPosition":"bottom"}]
},
"sounds": {
"cast": "PRAYER"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"attack" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.attack",
"val" : 2,
"duration" : "N_TURNS"
},
"defence" : {
"type" : "PRIMARY_SKILL",
"subtype" : "primSkill.defence",
"val" : 2,
"duration" : "N_TURNS"
},
"stacksSpeed" : {
"addInfo" : 0,
"type" : "STACKS_SPEED",
"val" : 2,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"attack" : {
"val" : 4
},
"defence" : {
"val" : 4
},
"stacksSpeed" : {
"val" : 4
}
}
},
"expert":{
"range" : "X",
"effects" : {
"attack" : {
"val" : 4
},
"defence" : {
"val" : 4
},
"stacksSpeed" : {
"val" : 4
}
}
}
},
"flags" : {
"positive": true
}
},
"mirth" : {
"index" : 49,
"targetType" : "CREATURE",
"animation":{
"affect":["C09SPW0"]
},
"sounds": {
"cast": "MIRTH"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"morale" : {
"type" : "MORALE",
"val" : 1,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"morale" : {
"val" : 2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"morale" : {
"val" : 2
}
}
}
},
"counters" : {
"spell.sorrow":true
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.MIND_IMMUNITY" : "normal",
"bonus.NON_LIVING" : "normal",
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "absolute"
}
}
},
"sorrow" : {
"index" : 50,
"targetType" : "CREATURE",
"animation":{
"affect":["C14SPE0"]
},
"sounds": {
"cast": "SORROW"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"morale" : {
"type" : "MORALE",
"val" : -1,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"morale" : {
"val" : -2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"morale" : {
"val" : -2
}
}
}
},
"counters" : {
"spell.mirth":true
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.MIND_IMMUNITY" : "normal",
"bonus.NON_LIVING" : "normal",
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "absolute"
}
}
},
"fortune" : {
"index" : 51,
"targetType" : "CREATURE",
"animation":{
"affect":["C09SPA0"]
},
"sounds": {
"cast": "FORTUNE"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"luck" : {
"type" : "LUCK",
"val" : 1,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"luck" : {
"val" : 2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"luck" : {
"val" : 2
}
}
}
},
"counters" : {
"spell.misfortune": true
},
"flags" : {
"positive": true
}
},
"misfortune" : {
"index" : 52,
"targetType" : "CREATURE",
"animation":{
"affect":["C10SPF0"]
},
"sounds": {
"cast": "MISFORT"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"luck" : {
"type" : "LUCK",
"val" : -1,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"luck" : {
"val" : -2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"luck" : {
"val" : -2
}
}
}
},
"counters" : {
"spell.fortune":true
},
"flags" : {
"negative": true
}
},
"haste" : {
"index" : 53,
"targetType" : "CREATURE",
"animation":{
"affect":["C15SPA0"]
},
"sounds": {
"cast": "TAILWIND"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"stacksSpeed" : {
"addInfo" : 0,
"type" : "STACKS_SPEED",
"val" : 3,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"stacksSpeed" : {
"val" : 5
}
}
},
"expert":{
"range" : "X",
"effects" : {
"stacksSpeed" : {
"val" : 5
}
}
}
},
"counters" : {
"spell.slow": true
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute"
}
}
},
"slow" : {
"index" : 54,
"targetType" : "CREATURE",
"animation":{
"affect":[{"defName":"C09SPE0", "verticalPosition":"bottom"}]
},
"sounds": {
"cast": "MUCKMIRE"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"stacksSpeed" : {
"addInfo" : 0,
"type" : "STACKS_SPEED",
"val" : -25,
"valueType" : "PERCENT_TO_ALL",
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"stacksSpeed" : {
"val" : -50
}
}
},
"expert":{
"range" : "X",
"effects" : {
"stacksSpeed" : {
"val" : -50
}
}
}
},
"counters" : {
"spell.haste":true
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute"
}
}
},
"slayer" : {
"index" : 55,
"targetType" : "CREATURE",
"animation":{
"affect":["C13SPW0"]
},
"sounds": {
"cast": "SLAYER"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"slayer" : {
"type" : "SLAYER",
"duration" : "N_TURNS"
}
}
},
"none":{
"effects" : {
"slayer" : {
"val" : 0
}
}
},
"basic":{
"effects" : {
"slayer" : {
"val" : 1
}
}
},
"advanced":{
"effects" : {
"slayer" : {
"val" : 2
}
}
},
"expert":{
"effects" : {
"slayer" : {
"val" : 3
}
}
}
},
"flags" : {
"positive": true
}
},
"frenzy" : {
"index" : 56,
"targetType" : "CREATURE",
"animation":{
"affect":["C08SPF0"]
},
"sounds": {
"cast": "FRENZY"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"inFrenzy" : {
"type" : "IN_FRENZY",
"val" : 100,
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"duration" : "UNTIL_ATTACK"
}
}
},
"advanced":{
"effects" : {
"inFrenzy" : {
"val" : 150
}
}
},
"expert":{
"effects" : {
"inFrenzy" : {
"val" : 200
}
}
}
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute"
}
}
},
"counterstrike" : {
"index" : 58,
"targetType" : "CREATURE",
"animation":{
"affect":["C04SPA0"]
},
"sounds": {
"cast": "CNTRSTRK"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"additionalRetaliation" : {
"type" : "ADDITIONAL_RETALIATION",
"val" : 1,
"duration" : "N_TURNS"
}
}
},
"advanced":{
"effects" : {
"additionalRetaliation" : {
"val" : 2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"additionalRetaliation" : {
"val" : 2
}
}
}
},
"flags" : {
"positive": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.SIEGE_WEAPON" : "absolute"
}
}
},
"berserk" : {
"index" : 59,
2015-09-14 11:31:47 +02:00
"targetType" : "LOCATION",
"animation":{
"affect":["C01SPF"] //C01SPF0
},
"sounds": {
"cast": "BERSERK"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":false},
"effects" : {
"attacksNearestCreature" : {
"type" : "ATTACKS_NEAREST_CREATURE",
"duration" : "STACK_GETS_TURN"
}
}
},
"advanced":{
"range" : "0-1"
},
"expert":{
"range" : "0-2"
}
},
2016-09-29 18:10:25 +02:00
"counters" : {
"spell.hypnotize": true
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.MIND_IMMUNITY" : "normal",
"bonus.NON_LIVING" : "normal",
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "normal"
}
}
},
"hypnotize" : {
"index" : 60,
"targetType" : "CREATURE",
"animation":{
"affect":["C10SPA0"]
},
"sounds": {
"cast": "HYPNOTIZ"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"hypnotized" : {
"type" : "HYPNOTIZED",
"duration" : "N_TURNS"
}
}
},
"none":{
"effects" : {
"hypnotized" : {
"val" : 0
}
}
},
"basic":{
"effects" : {
"hypnotized" : {
"val" : 1
}
}
},
"advanced":{
"effects" : {
"hypnotized" : {
"val" : 2
}
}
},
"expert":{
"effects" : {
"hypnotized" : {
"val" : 3
}
}
}
},
2016-09-29 18:10:25 +02:00
"counters" : {
"spell.berserk": true
},
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"targetCondition" : {
"allOf" : {
"healthValueSpecial" : "absolute"
},
"noneOf" : {
"bonus.SIEGE_WEAPON":"absolute",
"bonus.MIND_IMMUNITY":"normal",
"bonus.UNDEAD":"normal",
"bonus.NON_LIVING":"normal"
}
},
"flags" : {
"negative": true
}
},
"forgetfulness" : {
"index" : 61,
"targetType" : "CREATURE",
"animation":{
"affect":["C06SPW"]//C06SPW0
},
"sounds": {
"cast": "FORGET"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"forgetful" : {
"type" : "FORGETFULL",
"duration" : "N_TURNS"
}
}
},
"none":{
"effects" : {
"forgetful" : {
"val" : 0
}
}
},
"basic":{
"effects" : {
"forgetful" : {
"val" : 1
}
}
},
"advanced":{
"effects" : {
"forgetful" : {
"val" : 2
}
}
},
"expert":{
"range" : "X",
"effects" : {
"forgetful" : {
"val" : 3
}
}
}
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"allOf" : {
"bonus.SHOOTER" : "absolute"
},
"noneOf" : {
"bonus.MIND_IMMUNITY" : "normal",
"bonus.NON_LIVING" : "normal",
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "normal"
}
}
},
"blind" : {
"index" : 62,
"targetType" : "CREATURE",
"animation":{
"affect":["C02SPF0"]
},
"sounds": {
"cast": "BLIND"
},
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":true},
"effects" : {
"notActive" : {
"val" : 0,
"type" : "NOT_ACTIVE",
"subtype" : 62,
"duration" : [
"UNTIL_BEING_ATTACKED",
"N_TURNS"
]
},
"generalAttackReduction" : {
"type" : "GENERAL_ATTACK_REDUCTION",
"duration" : [
"UNTIL_BEING_ATTACKED",
"N_TURNS"
]
}
}
},
"expert":{
"effects" : {
"noRetaliation" : {
"val" : 0,
"type" : "NO_RETALIATION",
"duration" : [
"UNTIL_BEING_ATTACKED",
"N_TURNS"
]
}
}
}
},
"flags" : {
"negative": true
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
},
"targetCondition" : {
"noneOf" : {
"bonus.MIND_IMMUNITY" : "normal",
"bonus.NON_LIVING" : "normal",
"bonus.SIEGE_WEAPON" : "absolute",
"bonus.UNDEAD" : "absolute"
}
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
}