Building Bonuses
Work-in-progress page do describe all bonuses provided by town buildings for future configuration.
TODO: This page is outdated and may not represent VCMI 1.3 state
unique buildings
Hardcoded functionalities, selectable but not configurable. In future should be moved to scripting.
Includes:
- mystic pond
- treasury
- god of fire
- castle gates
- cover of darkness
- portal of summoning
- escape tunnel
Function of all of these objects can be enabled by this:
trade-related
Hardcoded functionality for now due to complexity of these objects. Temporary can be handles as unique buildings. Includes:
- resource - resource
- resource - player
- artifact - resource
- resource - artifact
- creature - resource
- resource - skills
- creature - skeleton
hero visitables
Buildings that give one or another bonus to visiting hero. All should be handled via configurable objects system.
Includes:
- gives mana points
- gives movement points
- give bonus to visitor
- permanent bonus to hero
generic functions
Generic town-specific functions that can be implemented as part of CBuilding class.
unlock guild level
unlock hero recruitment
unlock ship purchase
unlock building purchase
unlocks creatures
creature growth bonus
Turn into town bonus? What about creature-specific bonuses from hordes?
gives resources
gives guild spells
gives thieves guild
gives fortifications
gives war machine
simple bonuses
Bonuses that can be made part of CBuilding. Note that due to how bonus system works this bonuses won't be stackable.
TODO: how to handle stackable bonuses like Necromancy Amplifier?
Includes:
- bonus to defender
- bonus to alliance
- bonus to scouting range
- bonus to player
misc
Some other properties of town building that does not fall under "bonus" category.
unique building
Possible issue - with removing of fixed ID's buildings in different town may no longer share same ID. However Capitol must be unique across all town. Should be fixed somehow.