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Updated most of remaining bonus type docs

This commit is contained in:
Ivan Savenko 2023-09-17 23:07:29 +03:00
parent 524c476264
commit 9c4475385b

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@ -226,6 +226,14 @@ TODO: blesses and curses with id = val dependent on unit's level
- subtype: 0 or 1 for Coronius - subtype: 0 or 1 for Coronius
### SPECIAL_ADD_VALUE_ENCHANT
TODO: specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add
### SPECIAL_FIXED_VALUE_ENCHANT
TODO: specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.
### SPECIAL_UPGRADE ### SPECIAL_UPGRADE
Allows creature upgrade for affected armies Allows creature upgrade for affected armies
@ -689,8 +697,16 @@ Affected unit can cast randomly selected beneficial spell on its turn (Master Ge
- val - spell mastery level - val - spell mastery level
### CASTS
Determines how many times per combat affected creature can cast its targeted spell
- val: number of casts available per combat
### SPELL_AFTER_ATTACK ### SPELL_AFTER_ATTACK
TODO:
- subtype - spell id - subtype - spell id
- value - chance % - value - chance %
- additional info - \[X, Y\] - additional info - \[X, Y\]
@ -699,167 +715,196 @@ Affected unit can cast randomly selected beneficial spell on its turn (Master Ge
### SPELL_BEFORE_ATTACK ### SPELL_BEFORE_ATTACK
TODO:
- subtype - spell id - subtype - spell id
- value - chance % - value - chance %
- additional info - \[X, Y\] - additional info - \[X, Y\]
- X - spell level - X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only - Y = 0 - all attacks, 1 - shot only, 2 - melee only
### CASTS
how many times creature can cast activated spell
### SPECIFIC_SPELL_POWER ### SPECIFIC_SPELL_POWER
- value used for Thunderbolt and Resurrection casted by units, also TODO:
for Healing secondary skill (for core:spell.firstAid used by First
Aid tent) - value used for Thunderbolt and Resurrection casted by units, also for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
- subtype - spell id - subtype - spell id
### CREATURE_SPELL_POWER ### CREATURE_SPELL_POWER
TODO:
- value per unit, divided by 100 (so faerie Dragons have 500) - value per unit, divided by 100 (so faerie Dragons have 500)
### CREATURE_ENCHANT_POWER ### CREATURE_ENCHANT_POWER
TODO:
total duration of spells casted by creature total duration of spells casted by creature
### REBIRTH ### REBIRTH
Affected stack will resurrect after death
TODO: recheck math
- val - percent of total stack HP restored - val - percent of total stack HP restored
- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) - subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
### ENCHANTED ### ENCHANTED
Stack is permanently enchanted with spell subID of skill level = val, if val > 3 then spell is mass and has level of val-3. Enchantment is refreshed every turn. Affected unit is permanently enchanted with a spell, that is cast again every turn
- subtype: spell identifier
- val: spell mastery level. If above 3, then spell has mass effect with mastery level of (val-3)
## Spell immunities ## Spell immunities
### LEVEL_SPELL_IMMUNITY ### LEVEL_SPELL_IMMUNITY
creature is immune to all spell with level below or equal to value of this bonus Affected unit is immune to all spell with level below or equal to value of this bonus
- val: level to which this unit is immune to
TODO: additional info?
### MAGIC_RESISTANCE ### MAGIC_RESISTANCE
- value - percent Affected unit has a chance to resist hostile spell and avoid its effects
- val: chance to trigger, percentage
### SPELL_DAMAGE_REDUCTION ### SPELL_DAMAGE_REDUCTION
eg. golems Affected unit receives decreased damage from spells of specific school (Golems)
- value - reduction in % - val: reduction to damage, percentage
- subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - - subtype - spell school identifier
earth
### MORE_DAMAGE_FROM_SPELL ### MORE_DAMAGE_FROM_SPELL
- value - damage increase in % Affected unit receives increased damage from specific spell
- subtype - spell id
### FIRE_IMMUNITY,WATER_IMMUNITY, EARTH_IMMUNITY, AIR_IMMUNITY - val: increase to damage, percentage
- subtype: spell identifer
- subtype 0 - all, 1 - all except positive, 2 - only damage spells
### MIND_IMMUNITY ### MIND_IMMUNITY
Creature is immune to all mind spells. Affected creature is immune to all mind spells and receives reduced damage from Mind Elemental
### SPELL_IMMUNITY ### SPELL_IMMUNITY
- subtype - spell id Affected unit is completely immune to effects of specific spell
- ainfo - 0 - normal, 1 - absolute
- subid: identifier of spell to which unit is immune
### RECEPTIVE ### RECEPTIVE
WoG ability. Creature accepts all friendly spells even though it would Affected unit can be affected by all friendly spells even it would be normally immune to such spell.
be normally immune to it.
# Spell effects # Spell effects
### POISON ### POISON
TODO: describe
- val - max health penalty from poison possible - val - max health penalty from poison possible
### SLAYER ### SLAYER
- value - spell level Affected unit will deal increased damage to creatures with KING bonus
### BIND_EFFECT - val: skill mastery of Slayer spell, only creatures with lower or equal value of KING bonus are affected
doesn't do anything particular, works as a marker
### FORGETFULL ### FORGETFULL
forgetfulness spell effect Affected unit has its ranged attack power reduced (Forgetfulness)
- value - level - val: if 0 or 1, damage is reduced by 50%. If greater than 1 then creature can not use ranged attacks
### NOT_ACTIVE ### NOT_ACTIVE
Affected unit can not act and is excluded from turn order (Blind, Stone Gaze, Paralyze)
### ALWAYS_MINIMUM_DAMAGE ### ALWAYS_MINIMUM_DAMAGE
unit does its minimum damage from range Affected creature always deals its minimum damage
- subtype: -1 - any attack, 0 - melee, 1 - ranged - val: additional decrease to unit's minimum damage, points. Can not reduce damage to zero
- value: additional damage penalty (it'll subtracted from dmg)
- additional info - multiplicative anti-bonus for dmg in % \[eg 20
means that creature will inflict 80% of normal minimal dmg\]
### ALWAYS_MAXIMUM_DAMAGE ### ALWAYS_MAXIMUM_DAMAGE
eg. bless effect Affected creature always deals its maximum damage. If unit is also affected by ALWAYS_MINIMUM_DAMAGE then only additional bonus to damage will be applied
- subtype: -1 - any attack, 0 - melee, 1 - ranged - val: additional increase to unit's maximum damage, points
- value: additional damage
- additional info - multiplicative bonus for dmg in %
### ATTACKS_NEAREST_CREATURE ### ATTACKS_NEAREST_CREATURE
while in berserk Affected unit can not be controlled by player and instead it will attempt to move and attack nearest unit, friend or foe
### IN_FRENZY ### IN_FRENZY
- value - level Affected unit's defence is reduced to 0 and is transferred to attack with specified multiplier
- val: multiplier factor with which defence is transferred to attack (percentage)
### HYPNOTIZED ### HYPNOTIZED
Affected unit is considered to be hypnotized and will be controlled by enemy player
### NO_RETALIATION ### NO_RETALIATION
Eg. when blinded or paralyzed. Affected unit will never retaliate to an attack (Blind, Paralyze)
# Undocumented # Others
### LEVEL_COUNTER
for commander artifacts
### BLOCK_MAGIC_ABOVE ### BLOCK_MAGIC_ABOVE
blocks casting spells of the level > value
Blocks casting spells of the level above specified one in battles affected by this bonus
- val: level above which spellcasting is blocked
### BLOCK_ALL_MAGIC ### BLOCK_ALL_MAGIC
blocks casting spells
### SPELL_IMMUNITY Blocks casting of all spells in battles affected by this bonus
subid - spell id
### GENERAL_DAMAGE_PREMY ### GENERAL_DAMAGE_PREMY
Affected unit will deal more damage in all attacks (Adela specialty)
- val: additional damage, percentage
### DISGUISED ### DISGUISED
subtype - spell level
Affected heroes will be under effect of Disguise spell, hiding some of their information from opposing players
- subtype: spell mastery level
### VISIONS ### VISIONS
subtype - spell level
### SYNERGY_TARGET Affected heroes will be under effect of Visions spell, revealing information of enemy objects in specific range
dummy skill for alternative upgrades mod
- val: multiplier to effect range. Information is revealed within (val \* hero spell power) range
### BLOCK_MAGIC_BELOW ### BLOCK_MAGIC_BELOW
blocks casting spells of the level < value
### SPECIAL_ADD_VALUE_ENCHANT Blocks casting spells of the level below specified one in battles affected by this bonus
specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add
### SPECIAL_FIXED_VALUE_ENCHANT - val: level below which spellcasting is blocked
specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.
### BIND_EFFECT
Dummy bonus that acts as marker for Dendroid's Bind ability
### SYNERGY_TARGET
Dummy skill for alternative upgrades mod
### TOWN_MAGIC_WELL ### TOWN_MAGIC_WELL
one-time pseudo-bonus to implement Magic Well in the town
Internal bonus, do not use
### LEVEL_COUNTER
Internal bonus, do not use