2023-09-01 12:09:01 +02:00
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< [Documentation](../Readme.md) / [Modding](Readme.md) / Building Bonuses
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2023-08-12 23:17:38 +02:00
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Work-in-progress page do describe all bonuses provided by town buildings
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for future configuration.
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2023-09-23 18:24:20 +02:00
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TODO: This page is outdated and may not represent VCMI 1.3 state
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2023-08-12 23:17:38 +02:00
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## unique buildings
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Hardcoded functionalities, selectable but not configurable. In future
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should be moved to scripting.
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Includes:
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- mystic pond
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- treasury
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- god of fire
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- castle gates
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- cover of darkness
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- portal of summoning
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- escape tunnel
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Function of all of these objects can be enabled by this:
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``` javascript
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"function" : "castleGates"
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```
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## trade-related
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Hardcoded functionality for now due to complexity of these objects.
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Temporary can be handles as unique buildings. Includes:
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- resource - resource
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- resource - player
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- artifact - resource
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- resource - artifact
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- creature - resource
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- resource - skills
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- creature - skeleton
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## hero visitables
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Buildings that give one or another bonus to visiting hero. All should be
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handled via configurable objects system.
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Includes:
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- gives mana points
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- gives movement points
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- give bonus to visitor
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- permanent bonus to hero
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## generic functions
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Generic town-specific functions that can be implemented as part of
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CBuilding class.
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### unlock guild level
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``` javascript
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"guildLevels" : 1
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```
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### unlock hero recruitment
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``` javascript
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"allowsHeroPurchase" : true
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```
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### unlock ship purchase
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``` javascript
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"allowsShipPurchase" : true
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```
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### unlock building purchase
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``` javascript
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"allowsBuildingPurchase" : true
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```
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### unlocks creatures
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``` javascript
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"dwelling" : { "level" : 1, "creature" : "archer" }
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```
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### creature growth bonus
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Turn into town bonus? What about creature-specific bonuses from hordes?
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### gives resources
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``` javascript
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"provides" : { "gold" : 500 }
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```
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### gives guild spells
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``` javascript
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"guildSpells" : [5, 0, 0, 0, 0]
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```
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### gives thieves guild
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``` javascript
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"thievesGuildLevels" : 1
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```
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### gives fortifications
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``` javascript
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"fortificationLevels" : 1
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```
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### gives war machine
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``` javascript
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"warMachine" : "ballista"
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```
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## simple bonuses
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Bonuses that can be made part of CBuilding. Note that due to how bonus
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system works this bonuses won't be stackable.
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TODO: how to handle stackable bonuses like Necromancy Amplifier?
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Includes:
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- bonus to defender
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- bonus to alliance
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- bonus to scouting range
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- bonus to player
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``` javascript
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"bonuses" :
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{
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"moraleToDefenders" :
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{
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"type": "MORALE",
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"val" : 1,
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"propagator" : ["VISITED_TOWN_AND_VISITOR"]
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},
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"luckToTeam" :
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{
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"type" : "LUCK",
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"val" : 2,
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"propagator" : [ "TEAM_PROPAGATOR" ]
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}
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```
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## misc
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Some other properties of town building that does not fall under "bonus"
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category.
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### unique building
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Possible issue - with removing of fixed ID's buildings in different town
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may no longer share same ID. However Capitol must be unique across all
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town. Should be fixed somehow.
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``` javascript
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"onePerPlayer" : true
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```
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### chance to be built on start
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``` javascript
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"prebuiltChance" : 75
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```
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