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+The bonuses were grouped according to their original purpose. The bonus
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+system allows them to propagate freely betwen the nodes, however they
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+may not be recognized properly beyond the scope of original use.
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+
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+# General-purpose bonuses
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+
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+### NONE
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+
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+### MORALE, LUCK
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+
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+- val = value
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+
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+### MAGIC_SCHOOL_SKILL
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+
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+eg. for magic plains terrain and for magic school secondary skills
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+
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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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+
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+### NO_TYPE
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+
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+### DARKNESS
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+
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+- val = radius
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+
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+# Hero bonuses
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+
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+### MOVEMENT
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+
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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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+
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+- val = number of movement points (100 points for a tile)
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+
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+### LAND_MOVEMENT, SEA_MOVEMENT (before 1.2)
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+
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+- val = number of movement points (100 points for a tile)
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+
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+### WATER_WALKING
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+
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+- subtype: 1 - without penalty, 2 - with penalty
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+
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+### FLYING_MOVEMENT
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+
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+- subtype: 1 - without penalty, 2 - with penalty
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+
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+### NO_TERRAIN_PENALTY (since 0.98f)
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+
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+Hero does not get movement penalty on certain terrain type (Nomads
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+ability).
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+
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+- subtype - type of terrain
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+
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+### PRIMARY_SKILL
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+
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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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+
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+### SIGHT_RADIOUS (before 1.2)
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+
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+Additional bonus to range of sight (Used for Scouting secondary skill)
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+
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+- val = distance in tiles
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+
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+### SIGHT_RADIUS (after 1.2)
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+
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+Sight radius of a hero. Used for base radius + Scouting secondary skill
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+
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+- val = distance in tiles
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+
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+### MANA_REGENERATION
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+
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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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+
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+### FULL_MANA_REGENERATION
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+
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+all mana points are replenished every day
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+
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+### NONEVIL_ALIGNMENT_MIX
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+
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+good and neutral creatures can be mixed without morale penalty
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+
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+### SECONDARY_SKILL_PREMY (before 1.2)
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+
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+%
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+
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+### SURRENDER_DISCOUNT
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+
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+%
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+
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+### IMPROVED_NECROMANCY
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+
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+Before 1.2: allows Necropolis units other than skeletons to be raised by
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+necromancy After 1.2: determine units which is raised by necromancy
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+skill.
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+
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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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+
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+` "power" : {`
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+` "type" : "IMPROVED_NECROMANCY",`
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+` "subtype" : "creature.skeleton",`
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+` "addInfo" : 0`
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+` }`
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+
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+### LEARN_BATTLE_SPELL_CHANCE (since 1.2)
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+
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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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+
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+Note: used for Eagle Eye skill
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+
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+### LEARN_BATTLE_SPELL_LEVEL_LIMIT (since 1.2)
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+
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+- subtype: school (-1 for all), others TODO
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+- val: maximum learning level
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+
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+Note: used for Eagle Eye skill
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+
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+### LEARN_MEETING_SPELL_LIMIT (since 1.2)
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+
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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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+
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+Note: used for Scholar skill
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+
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+### ROUGH_TERRAIN_DISCOUNT (since 1.2)
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+
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+- val: Non-road terrain discount in movement points
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+
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+Note: used for Pathfinding skill
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+
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+### WANDERING_CREATURES_JOIN_BONUS (since 1.2)
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+
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+- val: value than used as level of diplomacy inside joining
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+ probability calculating
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+
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+### BEFORE_BATTLE_REPOSITION (since 1.2)
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+
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+- val: number of hexes - 1 than should be used as repositionable hexes
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+ before battle (like H3 tactics skill)
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+
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+### BEFORE_BATTLE_REPOSITION_BLOCK (since 1.2)
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+
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+- val: value than block opposite tactics, if value of opposite tactics
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+ is less than this value of your hero (for 1.2, double-side tactics
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+ is not working).
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+
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+### HERO_EXPERIENCE_GAIN_PERCENT (since 1.2)
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+
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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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+
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+### UNDEAD_RAISE_PERCENTAGE (since 1.2)
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+
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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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+
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+Note: used for Necromancy secondary skill, Necromancy artifacts and town
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+buildings.
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+
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+### MANA_PER_KNOWLEDGE (since 1.2)
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+
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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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+
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+### HERO_GRANTS_ATTACKS (since 1.2)
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+
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+- subtype: creature to have additional attacks
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+- val: Number of attacks
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+
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+Note: used for Artillery secondary skill
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+
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+### BONUS_DAMAGE_PERCENTAGE (since 1.2)
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+
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+- subtype: creature to have additional damage percentage
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+- val: percentage to be granted
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+
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+Note: used for Artillery secondary skill
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+
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+### BONUS_DAMAGE_CHANCE (since 1.2)
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+
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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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+
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+### MAX_LEARNABLE_SPELL_LEVEL (since 1.2)
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+
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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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+
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+Note: used as global effect and as wisdom secondary skill.
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+
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+## Hero specialties
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+
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+### SPECIAL_SPELL_LEV
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+
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+- subtype = id
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+- additionalInfo = value per level in percent
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+
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+### SPELL_DAMAGE
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+
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+Since 1.2: used for Sorcery secondary skill
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+
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+- val = value in percent
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+
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+### SPECIFIC_SPELL_DAMAGE
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+
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+- subtype = id of spell
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+- val = value in percent (Luna, Ciele)
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+
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+### SPECIAL_BLESS_DAMAGE (before 1.2)
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+
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+- subtype = spell (bless by default)
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+- val = value per level in percent
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+
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+### MAXED_SPELL (before 1.2)
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+
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+Spell always has expert effects but not expert range
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+
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+- subtype = id
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+
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+### SPECIAL_PECULIAR_ENCHANT
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+
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+blesses and curses with id = val dependent on unit's level
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+
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+- subtype = 0 or 1 for Coronius
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+
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+### SPECIAL_UPGRADE
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+
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+- subtype = base creature ID
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+- addInfo = target creature ID
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+
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+# Artifact bonuses
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+
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+### SPELL_DURATION
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+
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+### AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY
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+
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+Effect of original Orb artifacts.
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+
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+- val - **percent** bonus to air / earth / fire / water spell damage.
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+
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+### BLOCK_MORALE, BLOCK_LUCK (removed in 1.2)
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+
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+### SPELL
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+
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+Hero knows spell, even if this spell is banned in map options or set to
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+"special".
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+
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+- subtype - spell id
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+- val - skill level (0 - 3)
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+
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+### SPELLS_OF_LEVEL
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+
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+hero knows all spells of given level
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+
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+- subtype - level
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+- val - skill level
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+
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+Does not grant spells banned in map options.
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+
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+### FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS
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+
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+All spells of this school are granted to hero, eg. by Tomes of Magic.
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+Does not grant spells banned in map options.
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+
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+### GENERATE_RESOURCE
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+
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+- subtype - [resource](resource "wikilink") type
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+- val - daily income
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+
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+### CREATURE_GROWTH
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+
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+for legion artifacts
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+
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+- value - weekly growth bonus,
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+- subtype - monster level if aplicable
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+
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+### CREATURE_GROWTH_PERCENT
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+
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+increases growth of all units in all towns,
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+
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+- val - percentage
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+
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+### BATTLE_NO_FLEEING
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+
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+for Shackles of War
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+
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+### NEGATE_ALL_NATURAL_IMMUNITIES
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+
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+Orb of Vulnerability
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+
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+### OPENING_BATTLE_SPELL
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+
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+casts a spell at expert level at beginning of battle
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+
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+- subtype - [spell](spell "wikilink") id
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+- val - spell power
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+
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+### FREE_SHIP_BOARDING
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+
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+movement points preserved with ship boarding and landing
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+
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+### WHIRLPOOL_PROTECTION
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+
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+hero won't lose army when teleporting through whirlpool
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+
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+# Creature bonuses
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+
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+### STACK_HEALTH
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+
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+### STACKS_SPEED
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+
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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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+
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+### CREATURE_DAMAGE
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+
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+- subtype: 0 = both, 1 = min, 2 = max
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+
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+### SHOTS
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+
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+### EXP_MULTIPLIER
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+
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+- val - percent of additional exp gained by stack / commander (base
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+ value 100)
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+
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+# Creature abilities
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+
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+## Static abilities and immunities
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+
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+### NON_LIVING
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+
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+eg. golems, elementals
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+
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+### GARGOYLE
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+
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+Gargoyle is special than NON_LIVING, cannot be rised or healed
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+
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+### UNDEAD
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+
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+### SIEGE_WEAPON
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+
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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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+
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+### DRAGON_NATURE
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+
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+### KING1, KING2, KING3 (before 1.2)
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+
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+Creatures take more damage from basic, advanced or expert Slayer effect.
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+
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+### KING (after 1.2)
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+
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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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+
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+### FEARLESS
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+
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+### NO_LUCK
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+
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+eg. when fighting on cursed ground
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+
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+### NO_MORALE
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+
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+eg. when fighting on cursed ground
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+
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+### SELF_MORALE (before 1.2)
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+
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+eg. minotaur
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+
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+### SELF_LUCK (before 1.2)
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+
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+halfling
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+
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+## Combat abilities
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+
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+### FLYING
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+
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+- subtype - 0 - regular, 1 - teleport
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+
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+### SHOOTER
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+
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+### CHARGE_IMMUNITY
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+
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+### ADDITIONAL_ATTACK
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+
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+### UNLIMITED_RETALIATIONS
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+
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+### ADDITIONAL_RETALIATION
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+
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+- value - number of additional retaliations
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+
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+### JOUSTING
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+
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+for champions
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+
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+- val: percentage of charge
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+
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+### HATE
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+
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+eg. angels hate devils,
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+
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+- subtype - ID of hated creature,
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+- val - damage bonus percent
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+
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+### SPELL_LIKE_ATTACK
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+
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+range is taken from spell, but damage from creature; eg. magog, lich
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+
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+- subtype - spell,
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+- value - spell level
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+
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+### THREE_HEADED_ATTACK
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+
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+eg. cerberus
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+
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+### ATTACKS_ALL_ADJACENT
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+
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+eg. hydra
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+
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+### TWO_HEX_ATTACK_BREATH
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+
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+eg. dragons
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+
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+### RETURN_AFTER_STRIKE
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+
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+### ENEMY_DEFENCE_REDUCTION
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+
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+in % (value) eg. behemots
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+
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+### GENERAL_DAMAGE_REDUCTION
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+
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+- subtype - 0 - shield (melee) , 1 - air shield effect (ranged), -1 -
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+ armorer secondary skill (all, since 1.2)
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+
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+### PERCENTAGE_DAMAGE_BOOST (since 1.2)
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+
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+- subtype: -1 - any damage (not used), 0 - melee damage (offence), 1 -
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+ ranged damage (archery)
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+
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+### GENERAL_ATTACK_REDUCTION
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+
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+eg. while stoned or blinded - in %
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+
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+- subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage
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+
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+### DEFENSIVE_STANCE
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+
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+WoG ability.
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+
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+- val - bonus to defense while defending
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+
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+### NO_DISTANCE_PENALTY
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+
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+### NO_MELEE_PENALTY
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+
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+Ranged stack does full damage in melee.
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+
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+### NO_WALL_PENALTY
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|
+
|
|
|
+### FREE_SHOOTING
|
|
|
+
|
|
|
+stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
|
|
|
+
|
|
|
+### BLOCKS_RETALIATION
|
|
|
+
|
|
|
+eg. naga
|
|
|
+
|
|
|
+### SOUL_STEAL
|
|
|
+
|
|
|
+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
|
|
|
+
|
|
|
+### 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)
|
|
|
+
|
|
|
+### SUMMON_GUARDIANS
|
|
|
+
|
|
|
+WoG ability. Summon guardians surrounding desired stack
|
|
|
+
|
|
|
+- val - amount in % of stack count
|
|
|
+- subtype = creature ID
|
|
|
+
|
|
|
+### RANGED_RETALIATION
|
|
|
+
|
|
|
+Allows shooters to perform ranged retaliation
|
|
|
+
|
|
|
+- no additional parameters
|
|
|
+
|
|
|
+### BLOCKS_RANGED_RETALIATION
|
|
|
+
|
|
|
+Disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus
|
|
|
+is for melee retaliation only
|
|
|
+
|
|
|
+- no additional parameters
|
|
|
+
|
|
|
+### WIDE_BREATH
|
|
|
+
|
|
|
+Dragon breath affecting multiple nearby hexes
|
|
|
+
|
|
|
+- no additional parameters
|
|
|
+
|
|
|
+### FIRST_STRIKE
|
|
|
+
|
|
|
+First counterattack, then attack if possible
|
|
|
+
|
|
|
+- no additional parameters
|
|
|
+
|
|
|
+### SHOOTS_ALL_ADJACENT
|
|
|
+
|
|
|
+H4 Cyclops-like shoot (attacks all hexes neighboring with target)
|
|
|
+without spell-like mechanics
|
|
|
+
|
|
|
+- 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
|
|
|
+
|
|
|
+### LIMITED_SHOOTING_RANGE (since VCMI 1.2)
|
|
|
+
|
|
|
+Limits shooting range and/or changes long range penalty
|
|
|
+
|
|
|
+- val: max shooting range in hexes
|
|
|
+- addInfo: optional - sets range for "broken arrow" half damage
|
|
|
+ mechanic - default is 10
|
|
|
+
|
|
|
+## Special abilities
|
|
|
+
|
|
|
+### CATAPULT
|
|
|
+
|
|
|
+- subtype: (since 1.2) 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: (since 1.2) ability to be affected. Ability of CATAPULT
|
|
|
+ bonus should match. Used for ballistics secondary skill with subtype
|
|
|
+ of core:spell.catapultShot.
|
|
|
+- val: (since 1.2) ability level to be used with catapult. Additional
|
|
|
+ shots configured in ability level, not here.
|
|
|
+- val: (before 1.2) number of additional shots, requires CATAPULT
|
|
|
+ bonus to work
|
|
|
+
|
|
|
+### MANUAL_CONTROL
|
|
|
+
|
|
|
+- manually control warmachine with
|
|
|
+- id = subtype
|
|
|
+- val = chance
|
|
|
+
|
|
|
+### CHANGES_SPELL_COST_FOR_ALLY
|
|
|
+
|
|
|
+eg. mage
|
|
|
+
|
|
|
+- value - reduction in mana points
|
|
|
+
|
|
|
+### CHANGES_SPELL_COST_FOR_ENEMY
|
|
|
+
|
|
|
+eg. Silver Pegasus
|
|
|
+
|
|
|
+- value - mana points penalty
|
|
|
+
|
|
|
+### SPELL_RESISTANCE_AURA
|
|
|
+
|
|
|
+eg. unicorns
|
|
|
+
|
|
|
+- value - resistance bonus in % for adjacent creatures
|
|
|
+
|
|
|
+### HP_REGENERATION
|
|
|
+
|
|
|
+creature regenerates val HP every new round
|
|
|
+
|
|
|
+- val: amount of HP regeneration per round
|
|
|
+
|
|
|
+### MANA_DRAIN
|
|
|
+
|
|
|
+value - spell points per turn
|
|
|
+
|
|
|
+### MANA_CHANNELING
|
|
|
+
|
|
|
+eg. familiar
|
|
|
+
|
|
|
+- value in %
|
|
|
+
|
|
|
+### LIFE_DRAIN
|
|
|
+
|
|
|
+- val - precentage of life drained
|
|
|
+
|
|
|
+### DOUBLE_DAMAGE_CHANCE
|
|
|
+
|
|
|
+eg. dread knight
|
|
|
+
|
|
|
+- value in %
|
|
|
+
|
|
|
+### FEAR
|
|
|
+
|
|
|
+### HEALER
|
|
|
+
|
|
|
+First aid tent
|
|
|
+
|
|
|
+- subtype: (since 1.2) ability used for healing.
|
|
|
+
|
|
|
+### FIRE_SHIELD
|
|
|
+
|
|
|
+### MAGIC_MIRROR
|
|
|
+
|
|
|
+- value - chance of redirecting in %
|
|
|
+
|
|
|
+### ACID_BREATH
|
|
|
+
|
|
|
+- 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
|
|
|
+ creatures related to size of attacking stack
|
|
|
+
|
|
|
+### SPECIAL_CRYSTAL_GENERATION
|
|
|
+
|
|
|
+Crystal dragon crystal generation
|
|
|
+
|
|
|
+### NO_SPELLCAST_BY_DEFAULT
|
|
|
+
|
|
|
+Spellcast will not be default attack option for this creature
|
|
|
+
|
|
|
+## Creature spellcasting and activated abilities
|
|
|
+
|
|
|
+### SPELLCASTER
|
|
|
+
|
|
|
+Creature gain activated ability to cast a spell. Example: Archangel,
|
|
|
+Faerie Dragon
|
|
|
+
|
|
|
+- 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
|
|
|
+calculating CATAPULT and HEALER bonuses)
|
|
|
+
|
|
|
+### ENCHANTER
|
|
|
+
|
|
|
+for Enchanter spells
|
|
|
+
|
|
|
+- val - skill level
|
|
|
+- subtype - spell id
|
|
|
+- additionalInfo - cooldown (number of turns)
|
|
|
+
|
|
|
+### RANDOM_SPELLCASTER
|
|
|
+
|
|
|
+eg. master genie
|
|
|
+
|
|
|
+- 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
|
|
|
+
|
|
|
+### 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
|
|
|
+
|
|
|
+### CASTS
|
|
|
+
|
|
|
+how many times creature can cast activated spell
|
|
|
+
|
|
|
+### SPECIFIC_SPELL_POWER
|
|
|
+
|
|
|
+- 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
|
|
|
+
|
|
|
+### CREATURE_SPELL_POWER
|
|
|
+
|
|
|
+- value per unit, divided by 100 (so faerie Dragons have 500)
|
|
|
+
|
|
|
+### CREATURE_ENCHANT_POWER
|
|
|
+
|
|
|
+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)
|
|
|
+
|
|
|
+### 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.
|
|
|
+
|
|
|
+## Spell immunities
|
|
|
+
|
|
|
+### LEVEL_SPELL_IMMUNITY
|
|
|
+
|
|
|
+creature is immune to all spell with level below or equal to value of
|
|
|
+this bonus
|
|
|
+
|
|
|
+### MAGIC_RESISTANCE
|
|
|
+
|
|
|
+- value - percent
|
|
|
+
|
|
|
+### SPELL_DAMAGE_REDUCTION
|
|
|
+
|
|
|
+eg. golems
|
|
|
+
|
|
|
+- 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
|
|
|
+
|
|
|
+### FIRE_IMMUNITY,WATER_IMMUNITY, EARTH_IMMUNITY, AIR_IMMUNITY
|
|
|
+
|
|
|
+- subtype 0 - all, 1 - all except positive, 2 - only damage spells
|
|
|
+
|
|
|
+### MIND_IMMUNITY
|
|
|
+
|
|
|
+Creature is immune to all mind spells.
|
|
|
+
|
|
|
+### SPELL_IMMUNITY
|
|
|
+
|
|
|
+- subtype - spell id
|
|
|
+- ainfo - 0 - normal, 1 - absolute
|
|
|
+
|
|
|
+### DIRECT_DAMAGE_IMMUNITY
|
|
|
+
|
|
|
+WoG ability. Creature is completely immune to damage spells.
|
|
|
+
|
|
|
+### RECEPTIVE
|
|
|
+
|
|
|
+WoG ability. Creature accepts all friendly spells even though it would
|
|
|
+be normally immune to it.
|
|
|
+
|
|
|
+## Deprecated creature abilities
|
|
|
+
|
|
|
+### DAEMON_SUMMONING
|
|
|
+
|
|
|
+pit lord - removed in VCMI 1.2 as part of major battles refactoring
|
|
|
+
|
|
|
+- subtype - type of creatures
|
|
|
+- val - hp per unit
|
|
|
+
|
|
|
+# Spell effects
|
|
|
+
|
|
|
+### POISON
|
|
|
+
|
|
|
+- val - max health penalty from poison possible
|
|
|
+
|
|
|
+### SLAYER
|
|
|
+
|
|
|
+- value - spell level
|
|
|
+
|
|
|
+### BIND_EFFECT
|
|
|
+
|
|
|
+doesn't do anything particular, works as a marker
|
|
|
+
|
|
|
+### FORGETFULL
|
|
|
+
|
|
|
+forgetfulness spell effect
|
|
|
+
|
|
|
+- value - level
|
|
|
+
|
|
|
+### NOT_ACTIVE
|
|
|
+
|
|
|
+### ALWAYS_MINIMUM_DAMAGE
|
|
|
+
|
|
|
+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 % \[eg 20
|
|
|
+ means that creature will inflict 80% of normal minimal dmg\]
|
|
|
+
|
|
|
+### ALWAYS_MAXIMUM_DAMAGE
|
|
|
+
|
|
|
+eg. bless effect
|
|
|
+
|
|
|
+- subtype: -1 - any attack, 0 - melee, 1 - ranged
|
|
|
+- value: additional damage
|
|
|
+- additional info - multiplicative bonus for dmg in %
|
|
|
+
|
|
|
+### ATTACKS_NEAREST_CREATURE
|
|
|
+
|
|
|
+while in berserk
|
|
|
+
|
|
|
+### IN_FRENZY
|
|
|
+
|
|
|
+- value - level
|
|
|
+
|
|
|
+### HYPNOTIZED
|
|
|
+
|
|
|
+### NO_RETALIATION
|
|
|
+
|
|
|
+Eg. when blinded or paralyzed.
|