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vcmi/docs/modders/Building_Bonuses.md

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< [Documentation](../Readme.md) / [Modding](Readme.md) / Building Bonuses
2023-08-12 23:17:38 +02:00
Work-in-progress page do describe all bonuses provided by town buildings
for future configuration.
2023-09-23 18:24:20 +02:00
TODO: This page is outdated and may not represent VCMI 1.3 state
2023-08-12 23:17:38 +02:00
## unique buildings
Hardcoded functionalities, selectable but not configurable. In future
should be moved to scripting.
Includes:
- mystic pond
- treasury
- god of fire
- castle gates
- cover of darkness
- portal of summoning
- escape tunnel
Function of all of these objects can be enabled by this:
``` javascript
"function" : "castleGates"
```
## trade-related
Hardcoded functionality for now due to complexity of these objects.
Temporary can be handles as unique buildings. Includes:
- resource - resource
- resource - player
- artifact - resource
- resource - artifact
- creature - resource
- resource - skills
- creature - skeleton
## hero visitables
Buildings that give one or another bonus to visiting hero. All should be
handled via configurable objects system.
Includes:
- gives mana points
- gives movement points
- give bonus to visitor
- permanent bonus to hero
## generic functions
Generic town-specific functions that can be implemented as part of
CBuilding class.
### unlock guild level
``` javascript
"guildLevels" : 1
```
### unlock hero recruitment
``` javascript
"allowsHeroPurchase" : true
```
### unlock ship purchase
``` javascript
"allowsShipPurchase" : true
```
### unlock building purchase
``` javascript
"allowsBuildingPurchase" : true
```
### unlocks creatures
``` javascript
"dwelling" : { "level" : 1, "creature" : "archer" }
```
### creature growth bonus
Turn into town bonus? What about creature-specific bonuses from hordes?
### gives resources
``` javascript
"provides" : { "gold" : 500 }
```
### gives guild spells
``` javascript
"guildSpells" : [5, 0, 0, 0, 0]
```
### gives thieves guild
``` javascript
"thievesGuildLevels" : 1
```
### gives fortifications
``` javascript
"fortificationLevels" : 1
```
### gives war machine
``` javascript
"warMachine" : "ballista"
```
## simple bonuses
Bonuses that can be made part of CBuilding. Note that due to how bonus
system works this bonuses won't be stackable.
TODO: how to handle stackable bonuses like Necromancy Amplifier?
Includes:
- bonus to defender
- bonus to alliance
- bonus to scouting range
- bonus to player
``` javascript
"bonuses" :
{
"moraleToDefenders" :
{
"type": "MORALE",
"val" : 1,
"propagator" : ["VISITED_TOWN_AND_VISITOR"]
},
"luckToTeam" :
{
"type" : "LUCK",
"val" : 2,
"propagator" : [ "TEAM_PROPAGATOR" ]
}
```
## misc
Some other properties of town building that does not fall under "bonus"
category.
### unique building
Possible issue - with removing of fixed ID's buildings in different town
may no longer share same ID. However Capitol must be unique across all
town. Should be fixed somehow.
``` javascript
"onePerPlayer" : true
```
### chance to be built on start
``` javascript
"prebuiltChance" : 75
```