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Reviewed description of bonuses up to GENERAL_DAMAGE_REDUCTION bonus

This commit is contained in:
Ivan Savenko 2023-09-13 21:55:24 +03:00
parent feb272e102
commit daacf62f0e
2 changed files with 270 additions and 216 deletions

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@ -10,85 +10,97 @@ Special bonus that gives no effect
### MORALE
- val = value
Changes morale of affected units
- val: change in morale
### LUCK
- val = value
Changes luck of affected units
- val: change in luck
### MAGIC_SCHOOL_SKILL
eg. for magic plains terrain and for magic school secondary skills
Changes mastery level of spells of affected heroes and units. Examples are magic plains terrain and magic school secondary skills
- subtype: school of magic (0 - all, 1 - air, 2 - fire, 4 - water, 8 -
earth)
- val - level
- subtype: school of magic
- val: level
### DARKNESS
- val = radius
On each turn, hides area in fog of war around affected town for all players other than town owner
- val: radius in tiles
# Hero bonuses
### MOVEMENT
Before 1.2: both water / land After 1.2: subtype 0 - sea, subtype 1 -
land
Increases amount of movement points available to affected hero on new turn
- val = number of movement points (100 points for a tile)
- subtype: 0 - sea, subtype 1 - land
- val: number of movement points (100 points for a tile)
### WATER_WALKING
- subtype: 1 - without penalty, 2 - with penalty
Allows movement over water for affected heroes
- subtype: 1 - without penalty, 2 - with penalty
### FLYING_MOVEMENT
- subtype: 1 - without penalty, 2 - with penalty
Allows flying movement for affected heroes
- subtype: 1 - without penalty, 2 - with penalty
### NO_TERRAIN_PENALTY
Hero does not get movement penalty on certain terrain type (Nomads
ability).
Eliminates terrain penalty on certain terrain types for affected heroes (Nomads ability).
- subtype - type of terrain
- subtype: type of terrain
### PRIMARY_SKILL
- uses subtype to pick skill
- additional info if set: 1 - only melee, 2 - only distance
Changes selected primary skill for affected heroes and units
- subtype: primary skill
- additional info: 1 - only for melee attacks, 2 - only for ranged attacks
### SIGHT_RADIUS
Sight radius of a hero. Used for base radius + Scouting secondary skill
Reveal area of fog of war around affected heroes when hero is recruited or moves
- val = distance in tiles
- val: radius in tiles
### MANA_REGENERATION
Before 1.2: points per turn apart from normal (1 + mysticism) After 1.2:
points per turn (used for artifacts, global 1 point/turn regeneration
and mysticism secondary skill)
Restores specific amount of mana points for affected heroes on new turn
- val: amount of spell points to restore
### FULL_MANA_REGENERATION
all mana points are replenished every day
Restores entire mana pool for affected heroes on new turn
### NONEVIL_ALIGNMENT_MIX
good and neutral creatures can be mixed without morale penalty
Allows mixing of creaturs of neutral and good factions in affected armies without penalty to morale
### SURRENDER_DISCOUNT
%
Changes surrender cost for affected heroes
- val: decrease in cost, in precentage
### IMPROVED_NECROMANCY
Determine units which is raised by necromancy skill.
TODO: Determine units which is raised by necromancy skill.
- subtype: creature raised
- val: Necromancer power
- addInfo: limiter by Necromancer power
- Example (from Necromancy skill):
- subtype: creature raised
- val: Necromancer power
- addInfo: limiter by Necromancer power
- Example (from Necromancy skill):
` "power" : {`
` "type" : "IMPROVED_NECROMANCY",`
@ -98,209 +110,226 @@ Determine units which is raised by necromancy skill.
### LEARN_BATTLE_SPELL_CHANCE
- subtype: 0 - from enemy hero, 1 - from entire battlefield (not
implemented now).
- val: chance to learn spell after battle victory
Determines chance for affected heroes to learn spell casted by enemy hero after battle
Note: used for Eagle Eye skill
- val: chance to learn spell, percentage
### LEARN_BATTLE_SPELL_LEVEL_LIMIT
- subtype: school (-1 for all), others TODO
- val: maximum learning level
Allows affected heroes to learn spell casted by enemy hero after battle
Note: used for Eagle Eye skill
- subtype: must be set to -1
- val: maximal level of spell that can be learned
### LEARN_MEETING_SPELL_LIMIT
- subtype: school (-1 for all), others TODO
- val: maximum learning level for learning a spell during hero
exchange
Allows affected heroes to learn spells from each other during hero exchange
Note: used for Scholar skill
- subtype: must be set to -1
- val: maximal level of spell that can be learned
### ROUGH_TERRAIN_DISCOUNT
- val: Non-road terrain discount in movement points
Reduces movement points penalty when moving on terrains with movement cost over 100 points. Can not reduce movement cost below 100 points
Note: used for Pathfinding skill
- val: penalty reduction, in movement points per tile.
### WANDERING_CREATURES_JOIN_BONUS
- val: value than used as level of diplomacy inside joining
probability calculating
Increases probability for wandering monsters to join army of affected heroes
- val: change in disposition factor when calculating join chance
### BEFORE_BATTLE_REPOSITION
- val: number of hexes - 1 than should be used as repositionable hexes before battle (like H3 tactics skill)
Allows affected heroes to position army before start of battle (Tactics)
Note that Tactics phase for both sides simultaneously is not supported
- val: distance within which hero can reposition his troops
### BEFORE_BATTLE_REPOSITION_BLOCK
- val: value than block opposite tactics, if value of opposite tactics is less than this value of your hero.
Reduces distance in which enemy hero can reposition. Counters BEFORE_BATTLE_REPOSITION bonus
- val: distance within which hero can reposition his troops
### HERO_EXPERIENCE_GAIN_PERCENT
- val: how many experience hero gains from any source. There is a
global effect which set it by 100 (global value) and it is used as
learning skill
Increases experience gain from all sources by affected heroes
- val: additional experience bonus, percentage
### UNDEAD_RAISE_PERCENTAGE
- val: Percentage of killed enemy creatures to be raised after battle
as undead.
Defines percentage of enemy troops that will be raised after battle into own army (Necromancy). Raised unit is determined by IMPROVED_NECROMANCY bonus
Note: used for Necromancy secondary skill, Necromancy artifacts and town
buildings.
- val: percentage of raised troops
### MANA_PER_KNOWLEDGE
- val: Percentage rate of translating 10 hero knowledge to mana, used
for intelligence and global bonus
Defines amount of mana points that hero gains per each point of knowledge (Intelligence)
- val: Amount of mana points per knowledge
### HERO_GRANTS_ATTACKS
- subtype: creature to have additional attacks
- val: Number of attacks
Gives additional attacks to specific creatures in affected army (Artillery)
Note: used for Artillery secondary skill
### BONUS_DAMAGE_PERCENTAGE
- subtype: creature to have additional damage percentage
- val: percentage to be granted
Note: used for Artillery secondary skill
- subtype: creature to give additional attacks
- val: number of attacks
### BONUS_DAMAGE_CHANCE
- subtype: creature to have additional damage chance (will have
BONUS_DAMAGE_PERCENTAGE applied before attack concluded)
- val: chance in percent
Gives specific creature in affected army chance to deal additional damage (Artillery)
- subtype: creature to give additional damage chance
- val: chance to deal additional damage, percentage
### BONUS_DAMAGE_PERCENTAGE
Defines additional damage dealt for creatures affected by BONUS_DAMAGE_CHANCE bonus (Artillery)
- subtype: creature to give additional damage percentage
- val: bonus damage, percentage
### MAX_LEARNABLE_SPELL_LEVEL
- val: maximum level of spells than hero can learn from any source.
This bonus have priority above any other LEARN\_\*SPELL_LEVEL
bonuses.
Defines maximum level of spells than hero can learn from any source (Wisdom)
Note: used as global effect and as wisdom secondary skill.
- val: maximal level to learn
## Hero specialties
### SPECIAL_SPELL_LEV
- subtype = id
- additionalInfo = value per level in percent
Gives additional bonus to effect of specific spell based on level of creature it is casted on
- subtype: identifier of affected spell
- val: bonus to spell effect, percentage, divided by target creature level
### SPELL_DAMAGE
- val = value in percent
- subtype - spell school
Gives additional bonus to effect of all spells of selected school
- subtype: affected spell school
- val: spell effect bonus, percentage
### SPECIFIC_SPELL_DAMAGE
- subtype = id of spell
- val = value in percent (Luna, Ciele)
Gives additional bonus to effect of specific spell
- subtype: identifier of affected spell
- val: bonus to spell effect, percentage
### SPECIAL_PECULIAR_ENCHANT
blesses and curses with id = val dependent on unit's level
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_UPGRADE
- subtype = base creature ID
- addInfo = target creature ID
Allows creature upgrade for affected armies
- subtype: identifier of creature that can being upgraded
- addInfo: identifier of creature to which perform an upgrade
# Artifact bonuses
### SPELL_DURATION
Changes duration of timed spells casted by affected hero
- val: additional duration, turns
### SPELL
Hero knows spell, even if this spell is banned in map options or set to "special".
Allows affected heroes to cast specified spell, even if this spell is banned in map options or set to "special".
- subtype - spell id
- val - skill level (0 - 3)
- subtype: spell identifier
- val: skill level mastery (0 - 3)
### SPELLS_OF_LEVEL
hero knows all spells of given level
Allows affected heroes to cast any spell of specified level. Does not grant spells banned in map options.
- subtype - level
- val - skill level
Does not grant spells banned in map options.
- subtype: spell level
### SPELLS_OF_SCHOOL
- subtype = spell school
Allows affected heroes to cast any spell of specified school. Does not grant spells banned in map options.
All spells of this school are granted to hero, eg. by Tomes of Magic. Does not grant spells banned in map options.
- subtype: spell school
### GENERATE_RESOURCE
- subtype - resource
- val - daily income
Affected heroes will add specified resources amounts to player treasure on new day
- subtype: resource identifier
- val: additional daily income
### CREATURE_GROWTH
for legion artifacts
Increases weekly growth of creatures in affected towns (Legion artifacts)
- value - weekly growth bonus,
- subtype - monster level if aplicable
- value: number of additional weekly creatures
- subtype: level of affected dwellings
### CREATURE_GROWTH_PERCENT
increases growth of all units in all towns,
Increases weekly growth of creatures in affected towns
- val - percentage
- val: additional growth, percentage
### BATTLE_NO_FLEEING
for Shackles of War
Heroes affected by this bonus can not retreat or surrender in battle
### NEGATE_ALL_NATURAL_IMMUNITIES
- subtype: TODO
Orb of Vulnerability
### OPENING_BATTLE_SPELL
casts a spell at expert level at beginning of battle
In battle, army affected by this bonus will cast spell at the very start of the battle
- subtype - Spell ID
- val - spell power
- subtype: spell identifer
- val: spell mastery level
### FREE_SHIP_BOARDING
movement points preserved with ship boarding and landing
Heroes affected by this bonus will keep all their movement points when embarking or disembarking ship
### WHIRLPOOL_PROTECTION
hero won't lose army when teleporting through whirlpool
Heroes affected by this bonus won't lose army when moving through whirlpool
# Creature bonuses
### STACK_HEALTH
Increases maximum hit point of affected units
- val: additional hit points to gain
### STACKS_SPEED
- additional info - percent of speed bonus applied after direct
bonuses; \>0 - added, \<0 - subtracted to this part
Increases movement speed of units in battle
- val: additional movement speed points
### CREATURE_DAMAGE
- subtype: 0 = both, 1 = min, 2 = max
Increases base damage of creature in battle
- subtype: 0 = both min and max, 1 = min, 2 = max
- val: additional damage points
### SHOTS
### EXP_MULTIPLIER
Increases starting amount of shots that unit has in battle
- val - percent of additional exp gained by stack / commander (base
value 100)
- val: additional shots
# Creature abilities
@ -308,113 +337,137 @@ hero won't lose army when teleporting through whirlpool
### NON_LIVING
eg. golems, elementals
Affected unit is considered to not be alive and not affected by morale and certain spells
### GARGOYLE
Gargoyle is special than NON_LIVING, cannot be rised or healed
Affected unit is considered to be a gargoyle and not affected by certain spells
### UNDEAD
Affected unit is considered to be undead
### SIEGE_WEAPON
War machines have it. They cannot be raised or healed, have no morale
and don't move.
Affected unit is considered to be a siege machine and can not be raised, healed, have morale or move.
### DRAGON_NATURE
Affected unit is dragon. This bonus proved no effect, but is used as limiter several effects.
### KING
Creatures take more damage from Slayer effect than have greater or equal
value than KING bonus.
Affected unit will take more damage from units under Slayer spell effect
- val: required skill mastery of Slayer spell to affect this unit
### FEARLESS
Affected unit is immune to Fear ability
### NO_LUCK
eg. when fighting on cursed ground
Affected units can not receive good or bad luck
### NO_MORALE
eg. when fighting on cursed ground
Affected units can not receive good or bad morale
## Combat abilities
### FLYING
- subtype - 0 - regular, 1 - teleport
Affected unit can fly on the battlefield
- subtype: 0 - flying unit, 1 - teleporting unit
### SHOOTER
Affected unit can shoot
### CHARGE_IMMUNITY
Affected unit is immune to JOUSTING ability
### ADDITIONAL_ATTACK
Affected unit can perform additional attacks. Attacked unit will retaliate after each attack if can
- val: number of additional attacks to perform
### UNLIMITED_RETALIATIONS
Affected unit will always retaliate if able
### ADDITIONAL_RETALIATION
- value - number of additional retaliations
Affected unit can retaliate multiple times per turn
- value: number of additional retaliations
### JOUSTING
for champions
Affected unit will deal more damage based on movement distance (Champions)
- val: percentage of charge
- val: additional damage per passed tile, percentage
### HATE
eg. angels hate devils,
Affected unit will deal more damage when attacking specific creature
- subtype - ID of hated creature,
- val - damage bonus percent
- subtype - identifier of hated creature,
- val - additional damage, percentage
### SPELL_LIKE_ATTACK
range is taken from spell, but damage from creature; eg. magog, lich
Affected unit ranged attack will use animation and range of specified spell (Magog, Lich)
- subtype - spell,
- value - spell level
- subtype - spell identifier
- value - spell mastery level
### THREE_HEADED_ATTACK
eg. cerberus
Affected unit attacks creatures located on tiles to left and right of targeted tile (Cerberus). Only directly targeted creature will attempt to retaliate
### ATTACKS_ALL_ADJACENT
eg. hydra
Affected unit attacks all adjacent creatures (Hydra). Only directly targeted creature will attempt to retaliate
### TWO_HEX_ATTACK_BREATH
eg. dragons
Affected unit attacks creature located directly behind targeted tile (Dragons). Only directly targeted creature will attempt to retaliate
### RETURN_AFTER_STRIKE
Affected unit can return to his starting location after attack (Harpies)
### ENEMY_DEFENCE_REDUCTION
in % (value) eg. behemots
Affected unit will ignore specified percentage of attacked unit defence (Behemoth)
- val: amount of defence points to ignore, percentage
### GENERAL_DAMAGE_REDUCTION
- subtype - 0 - shield (melee) , 1 - air shield effect (ranged), -1 -
- subtype - 0 - shield (melee) , 1 - air shield effect (ranged), -1 -
armorer secondary skill (all, since 1.2)
### PERCENTAGE_DAMAGE_BOOST
- subtype: -1 - any damage (not used), 0 - melee damage (offence), 1 -
- subtype: -1 - any damage (not used), 0 - melee damage (offence), 1 -
ranged damage (archery)
### GENERAL_ATTACK_REDUCTION
eg. while stoned or blinded - in %
- subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage
- subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage
### DEFENSIVE_STANCE
WoG ability.
- val - bonus to defense while defending
- val - bonus to defense while defending
### NO_DISTANCE_PENALTY
@ -436,112 +489,112 @@ eg. naga
WoG ability. Gains new creatures for each enemy killed
- val: number of units gained per enemy killed
- subtype: 0 - gained units survive after battle, 1 - they do not
- val: number of units gained per enemy killed
- subtype: 0 - gained units survive after battle, 1 - they do not
### TRANSMUTATION
WoG ability. % chance to transform attacked unit to other type
- val: chance to trigger in %
- subtype: 0 - resurrection based on HP, 1 - based on unit count
- addInfo: additional info - target creature ID (attacker default)
- val: chance to trigger in %
- subtype: 0 - resurrection based on HP, 1 - based on unit count
- addInfo: additional info - target creature ID (attacker default)
### SUMMON_GUARDIANS
WoG ability. Summon guardians surrounding desired stack
- val - amount in % of stack count
- subtype = creature ID
- val - amount in % of stack count
- subtype = creature ID
### RANGED_RETALIATION
Allows shooters to perform ranged retaliation
- no additional parameters
- no additional parameters
### BLOCKS_RANGED_RETALIATION
Disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus
is for melee retaliation only
- no additional parameters
- no additional parameters
### WIDE_BREATH
Dragon breath affecting multiple nearby hexes
- no additional parameters
- no additional parameters
### FIRST_STRIKE
First counterattack, then attack if possible
- no additional parameters
- no additional parameters
### SHOOTS_ALL_ADJACENT
H4 Cyclops-like shoot (attacks all hexes neighboring with target)
without spell-like mechanics
- no additional parameters
- no additional parameters
### DESTRUCTION
Kills extra units after hit
- subtype: 0 - kill percentage of units, 1 - kill amount
- val: chance in percent to trigger
- addInfo: amount/percentage to kill
- subtype: 0 - kill percentage of units, 1 - kill amount
- val: chance in percent to trigger
- addInfo: amount/percentage to kill
### LIMITED_SHOOTING_RANGE
Limits shooting range and/or changes long range penalty
- val: max shooting range in hexes
- addInfo: optional - sets range for "broken arrow" half damage
- val: max shooting range in hexes
- addInfo: optional - sets range for "broken arrow" half damage
mechanic - default is 10
## Special abilities
### CATAPULT
- subtype: ability to use when catapulting (usually it contains ballistics parameters, ability for standard catapult and affected by ballistics is core:spell.catapultShot)
- subtype: ability to use when catapulting (usually it contains ballistics parameters, ability for standard catapult and affected by ballistics is core:spell.catapultShot)
### CATAPULT_EXTRA_SHOTS
- subtype: ability to be affected. Ability of CATAPULT bonus should match. Used for ballistics secondary skill with subtype of core:spell.catapultShot.
- val: ability level to be used with catapult. Additional shots configured in ability level, not here.
- subtype: ability to be affected. Ability of CATAPULT bonus should match. Used for ballistics secondary skill with subtype of core:spell.catapultShot.
- val: ability level to be used with catapult. Additional shots configured in ability level, not here.
### MANUAL_CONTROL
- manually control warmachine with
- id = subtype
- val = chance
- manually control warmachine with
- id = subtype
- val = chance
### CHANGES_SPELL_COST_FOR_ALLY
eg. mage
- value - reduction in mana points
- value - reduction in mana points
### CHANGES_SPELL_COST_FOR_ENEMY
eg. Silver Pegasus
- value - mana points penalty
- value - mana points penalty
### SPELL_RESISTANCE_AURA
eg. unicorns
- value - resistance bonus in % for adjacent creatures
- value - resistance bonus in % for adjacent creatures
### HP_REGENERATION
creature regenerates val HP every new round
- val: amount of HP regeneration per round
- val: amount of HP regeneration per round
### MANA_DRAIN
@ -551,17 +604,17 @@ value - spell points per turn
eg. familiar
- value in %
- value in %
### LIFE_DRAIN
- val - precentage of life drained
- val - precentage of life drained
### DOUBLE_DAMAGE_CHANCE
eg. dread knight
- value in %
- value in %
### FEAR
@ -569,23 +622,23 @@ eg. dread knight
First aid tent
- subtype: ability used for healing.
- subtype: ability used for healing.
### FIRE_SHIELD
### MAGIC_MIRROR
- value - chance of redirecting in %
- value - chance of redirecting in %
### ACID_BREATH
- val - damage per creature after attack,
- additional info - chance in percent
- val - damage per creature after attack,
- additional info - chance in percent
### DEATH_STARE
- subtype: 0 - gorgon, 1 - commander
- val: if subtype is 0, its the (average) percentage of killed
- subtype: 0 - gorgon, 1 - commander
- val: if subtype is 0, its the (average) percentage of killed
creatures related to size of attacking stack
### SPECIAL_CRYSTAL_GENERATION
@ -603,9 +656,9 @@ Spellcast will not be default attack option for this creature
Creature gain activated ability to cast a spell. Example: Archangel,
Faerie Dragon
- subtype - spell id
- value - level of school
- additional info - weighted chance
- subtype - spell id
- value - level of school
- additional info - weighted chance
use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER
for calculating the power (since 1.2 those bonuses can be used for
@ -615,31 +668,31 @@ calculating CATAPULT and HEALER bonuses)
for Enchanter spells
- val - skill level
- subtype - spell id
- additionalInfo - cooldown (number of turns)
- val - skill level
- subtype - spell id
- additionalInfo - cooldown (number of turns)
### RANDOM_SPELLCASTER
eg. master genie
- val - spell mastery level
- val - spell mastery level
### SPELL_AFTER_ATTACK
- subtype - spell id
- value - chance %
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
- subtype - spell id
- value - chance %
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
### SPELL_BEFORE_ATTACK
- subtype - spell id
- value - chance %
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
- subtype - spell id
- value - chance %
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
### CASTS
@ -647,14 +700,14 @@ how many times creature can cast activated spell
### SPECIFIC_SPELL_POWER
- value used for Thunderbolt and Resurrection casted by units, also
- 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
- 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
@ -662,8 +715,8 @@ total duration of spells casted by creature
### REBIRTH
- val - percent of total stack HP restored
- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
- val - percent of total stack HP restored
- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
### ENCHANTED
@ -677,24 +730,24 @@ creature is immune to all spell with level below or equal to value of this bonus
### MAGIC_RESISTANCE
- value - percent
- value - percent
### SPELL_DAMAGE_REDUCTION
eg. golems
- value - reduction in %
- subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 -
- value - reduction in %
- subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 -
earth
### MORE_DAMAGE_FROM_SPELL
- value - damage increase in %
- subtype - spell id
- value - damage increase in %
- subtype - spell id
### FIRE_IMMUNITY,WATER_IMMUNITY, EARTH_IMMUNITY, AIR_IMMUNITY
- subtype 0 - all, 1 - all except positive, 2 - only damage spells
- subtype 0 - all, 1 - all except positive, 2 - only damage spells
### MIND_IMMUNITY
@ -702,8 +755,8 @@ Creature is immune to all mind spells.
### SPELL_IMMUNITY
- subtype - spell id
- ainfo - 0 - normal, 1 - absolute
- subtype - spell id
- ainfo - 0 - normal, 1 - absolute
### RECEPTIVE
@ -714,11 +767,11 @@ be normally immune to it.
### POISON
- val - max health penalty from poison possible
- val - max health penalty from poison possible
### SLAYER
- value - spell level
- value - spell level
### BIND_EFFECT
@ -728,7 +781,7 @@ doesn't do anything particular, works as a marker
forgetfulness spell effect
- value - level
- value - level
### NOT_ACTIVE
@ -736,18 +789,18 @@ forgetfulness spell effect
unit does its minimum damage from range
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- value: additional damage penalty (it'll subtracted from dmg)
- additional info - multiplicative anti-bonus for dmg in % \[eg 20
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- 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
eg. bless effect
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- value: additional damage
- additional info - multiplicative bonus for dmg in %
- subtype: -1 - any attack, 0 - melee, 1 - ranged
- value: additional damage
- additional info - multiplicative bonus for dmg in %
### ATTACKS_NEAREST_CREATURE
@ -755,7 +808,7 @@ while in berserk
### IN_FRENZY
- value - level
- value - level
### HYPNOTIZED

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@ -141,7 +141,8 @@ Rewardable object is defined similarly to other objects, with key difference bei
//determines way to select granted rewards if multiple options are available
// "selectFirst", - first reward which passes "limiter" will be granted to player
// "selectPlayer", - player will be allowed to choose between rewards (e.g. treasure chest)
"selectMode" : "selectFirst", "selectPlayer"
// "selectRandom", - granted reward will be picked randomly when hero visits object
"selectMode" : "selectFirst"
}
```