Bonus Limiters
Predefined Limiters
Simple limiters that take no parameters.
Example:
SHOOTER_ONLY
Bonus is active if affected unit is a shooter (has SHOOTER bonus)
DRAGON_NATURE
Bonus is active if affected unit is a dragon (has DRAGON_NATURE bonus)
IS_UNDEAD
Bonus is active if affected unit is an undead (has UNDEAD bonus)
CREATURE_NATIVE_TERRAIN
Bonus is active if affected unit is on native terrain
CREATURES_ONLY
Bonus is active only on units
UNIT_DEFENDING
Bonus is active only while unit is defending
OPPOSITE_SIDE
Bonus is active only for opposite side for a battle-wide bonus. Requires BONUS_OWNER_UPDATER to be present on bonus
Customizable Limiters
HAS_ANOTHER_BONUS_LIMITER
Bonus is only active if affected entity has another bonus that meets conditions
Parameters:
bonusType- type of bonus to check againstbonusSubtype- subtype of bonus to check against (only used if bonus type is set)bonusSourceType- source type of bonus to check againstbonusSourceID-source ID of bonus to check against (only used if bonus type is set)bonusMinValue- minimal total value of bonus to check against (inclusive)bonusMaxValue- maximal total value of bonus to check against (inclusive)
All parameters are optional.
Examples:
- Adele specialty: active if unit has any bonus from Bless spell
- Mutare specialty: active if unit has
DRAGON_NATUREbonus
CREATURE_TYPE_LIMITER
Bonus is only active on creatures of specified type
Parameters:
creature- ID of creature to check againstincludeUpgrades- whether creature that is upgrade ofcreatureshould also pass this limiter. If creature has multiple upgrades, or upgrades have their own upgrades, all such creatures will be affected. Special upgrades such as upgrades via specialties (Dragon, Gelu) are not affected
Example:
CREATURE_ALIGNMENT_LIMITER
Bonus is only active on creatures of factions of specified alignment
Parameters:
alignment- ID of alignment that creature must have,good,evil, orneutral
CREATURE_LEVEL_LIMITER
If parameters is empty, any creature will pass this limiter
Parameters:
minLevel: level starting from which creature will pass the limitermaxLevel: level starting from which creature will no longer pass the limiter
FACTION_LIMITER
Also available as CREATURE_FACTION_LIMITER
Parameters:
faction- faction that creature or hero must belong to
TERRAIN_LIMITER
Also available as CREATURE_TERRAIN_LIMITER
Parameters:
terrain- identifier of terrain on which this creature, hero or town must be to pass this limiter. If not set, creature will pass this limiter if it is on native terrain
The native terrain of a town or a hero depends on their factions (e.g for a castle and a knight it is grass). The terrain type occupied by a town depends on its entrance tile (the tile with flags that is taken by visiting heros).
Example:
HAS_CHARGES_LIMITER
Currently works only with spells. Sets the cost of use in charges
Parameters:
cost- use cost (charges)
UNIT_ADJACENT
Can only be used for units in combat. Bonus is active if another unit is adjacent to unit with this bonus.
If multiple same units are adjacent to holder of the bonus, effect does NOT stacks.
Notes:
- Using battle-wide propagator allows creating aura-like effect, giving bonus to all units adjacent to holder of battle-wide bonus. Filtering to create aura limited to allies or enemies can be done same name as usual battle-wide bonuses
- If multiple different creatures (e.g. base and upgrade) have same aura effect, consider using stacking bonus property to avoid duplicated effect
Parameters:
creature- Unit that must be adjacent to unit affected by bonus for this bonus to have an effect
UNIT_ON_HEXES
Parameters:
hexes- List of affected battlefield hexes
For reference on tiles indexes see image below:
Aggregate Limiters
The following limiters must be specified as the first element of a list, and operate on the remaining limiters in that list:
allOf(default when no aggregate limiter is specified)anyOfnoneOf
Example:
Propagating Limiters
When bonuses with limiters are propagated limiters are applied independently on each node. E.g. a bonus with "HAS_ANOTHER_BONUS_LIMITER" propagated to a hero from a stack will apply to the hero only if the hero has the required bonus, independently of the stack bonuses.