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Reviewed description of bonuses up to GENERAL_DAMAGE_REDUCTION bonus
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@ -10,85 +10,97 @@ Special bonus that gives no effect
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### MORALE
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- val = value
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Changes morale of affected units
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- val: change in morale
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### LUCK
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- val = value
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Changes luck of affected units
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- val: change in luck
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### MAGIC_SCHOOL_SKILL
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eg. for magic plains terrain and for magic school secondary skills
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Changes mastery level of spells of affected heroes and units. Examples are magic plains terrain and magic school secondary skills
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- subtype: school of magic (0 - all, 1 - air, 2 - fire, 4 - water, 8 -
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earth)
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- val - level
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- subtype: school of magic
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- val: level
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### DARKNESS
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- val = radius
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On each turn, hides area in fog of war around affected town for all players other than town owner
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- val: radius in tiles
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# Hero bonuses
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### MOVEMENT
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Before 1.2: both water / land After 1.2: subtype 0 - sea, subtype 1 -
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land
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Increases amount of movement points available to affected hero on new turn
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- val = number of movement points (100 points for a tile)
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- subtype: 0 - sea, subtype 1 - land
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- val: number of movement points (100 points for a tile)
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### WATER_WALKING
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- subtype: 1 - without penalty, 2 - with penalty
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Allows movement over water for affected heroes
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- subtype: 1 - without penalty, 2 - with penalty
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### FLYING_MOVEMENT
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- subtype: 1 - without penalty, 2 - with penalty
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Allows flying movement for affected heroes
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- subtype: 1 - without penalty, 2 - with penalty
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### NO_TERRAIN_PENALTY
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Hero does not get movement penalty on certain terrain type (Nomads
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ability).
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Eliminates terrain penalty on certain terrain types for affected heroes (Nomads ability).
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- subtype - type of terrain
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- subtype: type of terrain
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### PRIMARY_SKILL
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- uses subtype to pick skill
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- additional info if set: 1 - only melee, 2 - only distance
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Changes selected primary skill for affected heroes and units
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- subtype: primary skill
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- additional info: 1 - only for melee attacks, 2 - only for ranged attacks
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### SIGHT_RADIUS
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Sight radius of a hero. Used for base radius + Scouting secondary skill
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Reveal area of fog of war around affected heroes when hero is recruited or moves
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- val = distance in tiles
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- val: radius in tiles
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### MANA_REGENERATION
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Before 1.2: points per turn apart from normal (1 + mysticism) After 1.2:
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points per turn (used for artifacts, global 1 point/turn regeneration
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and mysticism secondary skill)
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Restores specific amount of mana points for affected heroes on new turn
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- val: amount of spell points to restore
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### FULL_MANA_REGENERATION
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all mana points are replenished every day
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Restores entire mana pool for affected heroes on new turn
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### NONEVIL_ALIGNMENT_MIX
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good and neutral creatures can be mixed without morale penalty
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Allows mixing of creaturs of neutral and good factions in affected armies without penalty to morale
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### SURRENDER_DISCOUNT
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%
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Changes surrender cost for affected heroes
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- val: decrease in cost, in precentage
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### IMPROVED_NECROMANCY
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Determine units which is raised by necromancy skill.
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TODO: Determine units which is raised by necromancy skill.
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- subtype: creature raised
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- val: Necromancer power
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- addInfo: limiter by Necromancer power
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- Example (from Necromancy skill):
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- subtype: creature raised
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- val: Necromancer power
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- addInfo: limiter by Necromancer power
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- Example (from Necromancy skill):
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` "power" : {`
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` "type" : "IMPROVED_NECROMANCY",`
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@ -98,209 +110,226 @@ Determine units which is raised by necromancy skill.
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### LEARN_BATTLE_SPELL_CHANCE
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- subtype: 0 - from enemy hero, 1 - from entire battlefield (not
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implemented now).
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- val: chance to learn spell after battle victory
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Determines chance for affected heroes to learn spell casted by enemy hero after battle
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Note: used for Eagle Eye skill
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- val: chance to learn spell, percentage
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### LEARN_BATTLE_SPELL_LEVEL_LIMIT
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- subtype: school (-1 for all), others TODO
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- val: maximum learning level
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Allows affected heroes to learn spell casted by enemy hero after battle
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Note: used for Eagle Eye skill
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- subtype: must be set to -1
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- val: maximal level of spell that can be learned
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### LEARN_MEETING_SPELL_LIMIT
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- subtype: school (-1 for all), others TODO
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- val: maximum learning level for learning a spell during hero
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exchange
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Allows affected heroes to learn spells from each other during hero exchange
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Note: used for Scholar skill
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- subtype: must be set to -1
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- val: maximal level of spell that can be learned
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### ROUGH_TERRAIN_DISCOUNT
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- val: Non-road terrain discount in movement points
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Reduces movement points penalty when moving on terrains with movement cost over 100 points. Can not reduce movement cost below 100 points
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Note: used for Pathfinding skill
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- val: penalty reduction, in movement points per tile.
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### WANDERING_CREATURES_JOIN_BONUS
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- val: value than used as level of diplomacy inside joining
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probability calculating
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Increases probability for wandering monsters to join army of affected heroes
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- val: change in disposition factor when calculating join chance
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### BEFORE_BATTLE_REPOSITION
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- val: number of hexes - 1 than should be used as repositionable hexes before battle (like H3 tactics skill)
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Allows affected heroes to position army before start of battle (Tactics)
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Note that Tactics phase for both sides simultaneously is not supported
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- val: distance within which hero can reposition his troops
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### BEFORE_BATTLE_REPOSITION_BLOCK
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- val: value than block opposite tactics, if value of opposite tactics is less than this value of your hero.
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Reduces distance in which enemy hero can reposition. Counters BEFORE_BATTLE_REPOSITION bonus
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- val: distance within which hero can reposition his troops
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### HERO_EXPERIENCE_GAIN_PERCENT
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- val: how many experience hero gains from any source. There is a
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global effect which set it by 100 (global value) and it is used as
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learning skill
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Increases experience gain from all sources by affected heroes
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- val: additional experience bonus, percentage
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### UNDEAD_RAISE_PERCENTAGE
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- val: Percentage of killed enemy creatures to be raised after battle
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as undead.
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Defines percentage of enemy troops that will be raised after battle into own army (Necromancy). Raised unit is determined by IMPROVED_NECROMANCY bonus
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Note: used for Necromancy secondary skill, Necromancy artifacts and town
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buildings.
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- val: percentage of raised troops
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### MANA_PER_KNOWLEDGE
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- val: Percentage rate of translating 10 hero knowledge to mana, used
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for intelligence and global bonus
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Defines amount of mana points that hero gains per each point of knowledge (Intelligence)
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- val: Amount of mana points per knowledge
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### HERO_GRANTS_ATTACKS
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- subtype: creature to have additional attacks
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- val: Number of attacks
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Gives additional attacks to specific creatures in affected army (Artillery)
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Note: used for Artillery secondary skill
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### BONUS_DAMAGE_PERCENTAGE
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- subtype: creature to have additional damage percentage
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- val: percentage to be granted
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Note: used for Artillery secondary skill
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- subtype: creature to give additional attacks
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- val: number of attacks
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### BONUS_DAMAGE_CHANCE
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- subtype: creature to have additional damage chance (will have
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BONUS_DAMAGE_PERCENTAGE applied before attack concluded)
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- val: chance in percent
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Gives specific creature in affected army chance to deal additional damage (Artillery)
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- subtype: creature to give additional damage chance
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- val: chance to deal additional damage, percentage
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### BONUS_DAMAGE_PERCENTAGE
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Defines additional damage dealt for creatures affected by BONUS_DAMAGE_CHANCE bonus (Artillery)
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- subtype: creature to give additional damage percentage
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- val: bonus damage, percentage
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### MAX_LEARNABLE_SPELL_LEVEL
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- val: maximum level of spells than hero can learn from any source.
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This bonus have priority above any other LEARN\_\*SPELL_LEVEL
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bonuses.
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Defines maximum level of spells than hero can learn from any source (Wisdom)
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Note: used as global effect and as wisdom secondary skill.
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- val: maximal level to learn
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## Hero specialties
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### SPECIAL_SPELL_LEV
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- subtype = id
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- additionalInfo = value per level in percent
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Gives additional bonus to effect of specific spell based on level of creature it is casted on
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- subtype: identifier of affected spell
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- val: bonus to spell effect, percentage, divided by target creature level
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### SPELL_DAMAGE
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- val = value in percent
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- subtype - spell school
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Gives additional bonus to effect of all spells of selected school
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- subtype: affected spell school
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- val: spell effect bonus, percentage
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### SPECIFIC_SPELL_DAMAGE
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- subtype = id of spell
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- val = value in percent (Luna, Ciele)
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Gives additional bonus to effect of specific spell
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- subtype: identifier of affected spell
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- val: bonus to spell effect, percentage
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### SPECIAL_PECULIAR_ENCHANT
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blesses and curses with id = val dependent on unit's level
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TODO: blesses and curses with id = val dependent on unit's level
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- subtype = 0 or 1 for Coronius
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- subtype: 0 or 1 for Coronius
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### SPECIAL_UPGRADE
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- subtype = base creature ID
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- addInfo = target creature ID
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Allows creature upgrade for affected armies
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- subtype: identifier of creature that can being upgraded
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- addInfo: identifier of creature to which perform an upgrade
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# Artifact bonuses
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### SPELL_DURATION
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Changes duration of timed spells casted by affected hero
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- val: additional duration, turns
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### SPELL
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Hero knows spell, even if this spell is banned in map options or set to "special".
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Allows affected heroes to cast specified spell, even if this spell is banned in map options or set to "special".
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- subtype - spell id
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- val - skill level (0 - 3)
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- subtype: spell identifier
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- val: skill level mastery (0 - 3)
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### SPELLS_OF_LEVEL
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hero knows all spells of given level
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Allows affected heroes to cast any spell of specified level. Does not grant spells banned in map options.
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- subtype - level
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- val - skill level
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Does not grant spells banned in map options.
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- subtype: spell level
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### SPELLS_OF_SCHOOL
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- subtype = spell school
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Allows affected heroes to cast any spell of specified school. Does not grant spells banned in map options.
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All spells of this school are granted to hero, eg. by Tomes of Magic. Does not grant spells banned in map options.
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- subtype: spell school
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### GENERATE_RESOURCE
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- subtype - resource
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- val - daily income
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Affected heroes will add specified resources amounts to player treasure on new day
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- subtype: resource identifier
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- val: additional daily income
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### CREATURE_GROWTH
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for legion artifacts
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Increases weekly growth of creatures in affected towns (Legion artifacts)
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- value - weekly growth bonus,
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- subtype - monster level if aplicable
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- value: number of additional weekly creatures
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- subtype: level of affected dwellings
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### CREATURE_GROWTH_PERCENT
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increases growth of all units in all towns,
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Increases weekly growth of creatures in affected towns
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- val - percentage
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- val: additional growth, percentage
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### BATTLE_NO_FLEEING
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for Shackles of War
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Heroes affected by this bonus can not retreat or surrender in battle
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### NEGATE_ALL_NATURAL_IMMUNITIES
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- subtype: TODO
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Orb of Vulnerability
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### OPENING_BATTLE_SPELL
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casts a spell at expert level at beginning of battle
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In battle, army affected by this bonus will cast spell at the very start of the battle
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- subtype - Spell ID
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- val - spell power
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- subtype: spell identifer
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- val: spell mastery level
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### FREE_SHIP_BOARDING
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movement points preserved with ship boarding and landing
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Heroes affected by this bonus will keep all their movement points when embarking or disembarking ship
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### WHIRLPOOL_PROTECTION
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hero won't lose army when teleporting through whirlpool
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Heroes affected by this bonus won't lose army when moving through whirlpool
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# Creature bonuses
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### STACK_HEALTH
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Increases maximum hit point of affected units
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- val: additional hit points to gain
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### STACKS_SPEED
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- additional info - percent of speed bonus applied after direct
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bonuses; \>0 - added, \<0 - subtracted to this part
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Increases movement speed of units in battle
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- val: additional movement speed points
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### CREATURE_DAMAGE
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- subtype: 0 = both, 1 = min, 2 = max
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Increases base damage of creature in battle
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- subtype: 0 = both min and max, 1 = min, 2 = max
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- val: additional damage points
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### SHOTS
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### EXP_MULTIPLIER
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Increases starting amount of shots that unit has in battle
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- val - percent of additional exp gained by stack / commander (base
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value 100)
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- val: additional shots
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# Creature abilities
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@ -308,113 +337,137 @@ hero won't lose army when teleporting through whirlpool
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### NON_LIVING
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eg. golems, elementals
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Affected unit is considered to not be alive and not affected by morale and certain spells
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### GARGOYLE
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Gargoyle is special than NON_LIVING, cannot be rised or healed
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Affected unit is considered to be a gargoyle and not affected by certain spells
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### UNDEAD
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Affected unit is considered to be undead
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### SIEGE_WEAPON
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War machines have it. They cannot be raised or healed, have no morale
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and don't move.
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Affected unit is considered to be a siege machine and can not be raised, healed, have morale or move.
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### DRAGON_NATURE
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Affected unit is dragon. This bonus proved no effect, but is used as limiter several effects.
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### KING
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Creatures take more damage from Slayer effect than have greater or equal
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value than KING bonus.
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Affected unit will take more damage from units under Slayer spell effect
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- val: required skill mastery of Slayer spell to affect this unit
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### FEARLESS
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Affected unit is immune to Fear ability
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### NO_LUCK
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eg. when fighting on cursed ground
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Affected units can not receive good or bad luck
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### NO_MORALE
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eg. when fighting on cursed ground
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Affected units can not receive good or bad morale
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## Combat abilities
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### FLYING
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- subtype - 0 - regular, 1 - teleport
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Affected unit can fly on the battlefield
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- subtype: 0 - flying unit, 1 - teleporting unit
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### SHOOTER
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Affected unit can shoot
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### CHARGE_IMMUNITY
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Affected unit is immune to JOUSTING ability
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### ADDITIONAL_ATTACK
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Affected unit can perform additional attacks. Attacked unit will retaliate after each attack if can
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- val: number of additional attacks to perform
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### UNLIMITED_RETALIATIONS
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Affected unit will always retaliate if able
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### ADDITIONAL_RETALIATION
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- value - number of additional retaliations
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Affected unit can retaliate multiple times per turn
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- value: number of additional retaliations
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### JOUSTING
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for champions
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Affected unit will deal more damage based on movement distance (Champions)
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- val: percentage of charge
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- val: additional damage per passed tile, percentage
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### HATE
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eg. angels hate devils,
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Affected unit will deal more damage when attacking specific creature
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- subtype - ID of hated creature,
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- val - damage bonus percent
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- subtype - identifier of hated creature,
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- val - additional damage, percentage
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### SPELL_LIKE_ATTACK
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range is taken from spell, but damage from creature; eg. magog, lich
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Affected unit ranged attack will use animation and range of specified spell (Magog, Lich)
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- subtype - spell,
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- value - spell level
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- subtype - spell identifier
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- value - spell mastery level
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### THREE_HEADED_ATTACK
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eg. cerberus
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Affected unit attacks creatures located on tiles to left and right of targeted tile (Cerberus). Only directly targeted creature will attempt to retaliate
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### 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
|
||||
|
||||
|
@ -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"
|
||||
|
||||
}
|
||||
```
|
||||
|
Loading…
Reference in New Issue
Block a user