Enumerative parameters are described in HeroBonus.h file. ### Short format ``` javascript { ["BONUS_TYPE", val, subtype, addInfo] } ``` ### Full format All parameters but type are optional. ``` javascript { "type": "BONUS_TYPE", "subtype": 0, "val" : 0, "valueType": "VALUE_TYPE", "addInfo" : 0, // or [1, 2, ...] "duration" : "BONUS_DURATION", //or ["BONUS_DURATION1", "BONUS_DURATION2", ...]" "turns" : 0, "sourceType" : "SOURCE_TYPE", "sourceID" : 0, "effectRange" : "EFFECT_RANGE", "limiters" : [ "PREDEFINED_LIMITER", optional_parameters (...), //whhich one is preferred? {"type" : LIMITER_TYPE, "parameters" : [1,2,3]} ], "propagator" : ["PROPAGATOR_TYPE", optional_parameters (...)], "updater" : {Bonus Updater}, "propagationUpdater" : {Bonus Updater, but works during propagation}, "description" : "", "stacking" : "" } ``` ## Subtype resolution All string identifiers of items can be used in "subtype" field. This allows cross-referencing between the mods and make config file more readable. ### Available prefixes - creature. - artifact. - skill. ``` javascript "pathfinding", "archery", "logistics", "scouting", "diplomacy", "navigation", "leadership", "wisdom", "mysticism", "luck", "ballistics", "eagleEye", "necromancy", "estates", "fireMagic", "airMagic", "waterMagic", "earthMagic", "scholar", "tactics", "artillery", "learning", "offence", "armorer", "intelligence", "sorcery", "resistance", "firstAid" ``` - resource. Possible values: ``` javascript "wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril" ``` - hero. - faction. - spell. - primSkill ``` javascript "attack", "defence", "spellpower", "knowledge" ``` - terrain (since 0.99) ``` javascript "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock" ``` ### Example ``` javascript "bonus" : { "type" : "HATE", "subtype" : "creature.enchanter", "val" : 50 } ``` This bonus makes creature do 50% more damage to Enchanters.