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vcmi/config/defaultMods.json
Konstantin 95503d0623 vcmi: unify movement
1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
   For movement value on land depends on creature speed we use a new
   ARMY_MOVEMENT updater with global bonus. If we does not like such
   dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
   system AFAIK
2023-03-16 16:46:41 +03:00

103 lines
3.3 KiB
JSON

// default configuration for mod system loaded at launch
{
"textData" :
{
"heroClass" : 18,
"artifact" : 144,
"creature" : 150,
"faction" : 9,
"hero" : 156,
"spell" : 81,
"object" : 256,
"terrain" : 10,
"river" : 5,
"road" : 4,
"mapVersion" : 28 // max supported version, SoD
},
"hardcodedFeatures" :
{
"CREEP_SIZE": 4000,
"WEEKLY_GROWTH_PERCENT" : 10,
"NEUTRAL_STACK_EXP_DAILY" : 500,
"MAX_BUILDING_PER_TURN" : 1,
"DWELLINGS_ACCUMULATE_CREATURES" : false,
"ALL_CREATURES_GET_DOUBLE_MONTHS" : false,
"NEGATIVE_LUCK" : false,
"MAX_HEROES_AVAILABLE_PER_PLAYER" : 16,
"MAX_HEROES_ON_MAP_PER_PLAYER" : 8,
"WINNING_HERO_WITH_NO_TROOPS_RETREATS": true,
"BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE": true,
"NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS": false,
"ATTACK_POINT_DMG_MULTIPLIER": 0.05, //every 1 attack point damage influence in battle when attack points > defense points during creature attack
"ATTACK_POINTS_DMG_MULTIPLIER_CAP": 4.0, //limit of damage increase that can be achieved by overpowering attack points
"DEFENSE_POINT_DMG_MULTIPLIER": 0.025, //every 1 defense point damage influence in battle when defense points > attack points during creature attack
"DEFENSE_POINTS_DMG_MULTIPLIER_CAP": 0.7, //limit of damage reduction that can be achieved by overpowering defense points
//chances for new hero units count - technically random number 1-100, first element in list below generated number sets count, if none then result is number of elements + 1
"HERO_STARTING_ARMY_STACKS_COUNT_CHANCES": [10, 80], //example: [10,80] gives 10% chance for 1 stack, 70% for 2, 20% for 3. Additionally you can add -1 as last special value to start counting from 0 and allowing empty armies
"DEFAULT_BUILDING_SET_DWELLING_CHANCES": [100, 50] //percent chance for dwellings to appear - for example [30,10,0,100] means 30% chance for 1st level dwelling, 10% for 2nd, 0% for 3rd, and guaranteed 4th level, no 5th, no 6th, no 7th
},
"modules":
{
"STACK_EXPERIENCE": false,
"STACK_ARTIFACTS": false,
"COMMANDERS": false,
"MITHRIL": false //so far unused
},
"baseBonuses" : [
{
"type" : "SPELL_DAMAGE", //Default spell damage
"val" : 100,
"valueType" : "BASE_NUMBER"
},
{
"type" : "MAX_LEARNABLE_SPELL_LEVEL", //Hero can always learn level 1 and 2 spells
"val" : 2,
"valueType" : "BASE_NUMBER"
}
],
"heroBaseBonuses":
[
{
"type" : "MANA_REGENERATION", //default mana regeneration
"val" : 1,
"valueType" : "BASE_NUMBER"
},
{
"type" : "SIGHT_RADIUS", //default sight radius
"val" : 5,
"valueType" : "BASE_NUMBER"
},
{
"type" : "HERO_EXPERIENCE_GAIN_PERCENT", //default hero xp
"val" : 100,
"valueType" : "BASE_NUMBER"
},
{
"type" : "MANA_PER_KNOWLEDGE", //10 knowledge to 100 mana is default
"val" : 10,
"valueType" : "BASE_NUMBER"
},
{
"type" : "MOVEMENT", //Basic land movement
"subtype" : 1,
"val" : 1300,
"valueType" : "BASE_NUMBER"
},
{
"type" : "MOVEMENT", //Enable army movement bonus
"subtype" : 1,
"val" : 0,
"valueType" : "BASE_NUMBER",
"updater" : "ARMY_MOVEMENT"
},
{
"type" : "MOVEMENT", //Basic sea movement
"subtype" : 0,
"val" : 1500,
"valueType" : "BASE_NUMBER"
}
]
}