// A ModifierList is a set of bonuses that can be given as a package. You can't ever be given the same list
// twice at the same time, but you can have two different lists that have the same effect.
//
// Category =
// LEADERSHIP,
// FORMATION,
// SPELL,
// WEAPON,
// STRUCTURE,
// LEVEL,
// BUFF,
// DEBUFF,
// STUN,
// INNATE_ARMOR, // Used for the Create-a-Hero's permanent armor attribute.
// INNATE_DAMAGEMULT // Used for the Create-a-Hero's permanent damage multiplier attribute.
// INNATE_VISION // Used for the Create-a-Hero's permanent vision range attribute.
// INNATE_AUTOHEAL // Used for the Create-a-Hero's permanent auto-heal attribute.
// INNATE_HEALTH // Used for the Create-a-Hero's permanent health attribute.
// The reason you have this bonus. So things can affect all Leadership bonuses or dispel all spell effects
//
// In general, Additive bonuses should be things like 20% to give a bonus, and Multiplicitive bonuses should be things like 120%.
// Modifier =
// ARMOR, // Additive. The armor coefficients in Armor.ini go first to multiply the damage. Then all of these are added together, capped at GameData's AttributeModifierArmorMaxBonus protection, and then the damage is multiplied by it again.
// DAMAGE_ADD, // Additive. 'Base' damage gets increased by this before hitting the DamageMult.
// DAMAGE_MULT, // Multiplicitive. Then after DamageAdd, the damage is multiplied by all of these.
// RESIST_FEAR, // Additive. Sum of these is a saving throw against fear (FEAR, DOOM, UNCONTROLLABLE_FEAR)
// RESIST_TERROR, // Additive. Sum of these is a saving throw against terror (TERROR)
// EXPERIENCE, // Multiplicitive. Experience gained multiplied by this, will compound in multiple bonuses
// RANGE, // Additive. Sum of these added to max range. 20% and 10% makes range 130% normal. (You probably want a vision range boost for targeting too.)
// SPEED, // Multiplicitive. Multiply your speed by each of these numbers in turn.
// CRUSH_DECELERATE, // Multiplicitive. The percentage you slow down when crushing gets multiplied by each of these.
// RESIST_KNOCKBACK, // Additive. Sum of these is saving through against knockback.
// SPELL_DAMAGE, // Multiplicitive. Just like DamageMult bonus, but only applies if damage type is Magic. REPLACES DamageMult bonus.
// RECHARGE_TIME, // Multiplicitive. Recharge time for all special powers multiplied by these. Time is figured at the moment power is used, so this has no effect if gained or lost while power is recharging.
// PRODUCTION, // Multiplicitive. Production speed for units and money amount produced by supply centers or money generators multiplied by these. Again, time is computed at moment production starts.
// HEALTH, // Additive. The moment you get this upgrade, this many hitpoints are added to both your max and current hitpoint scores.
// HEALTH_MULT, // Multiplicitive. Multiply your hitpoints by this value.
// VISION, // Additive. Sum of these is added to vision range, which is used for targeting.
// BOUNTY_PERCENTAGE // Multiplicitive. Multiply your (kill) bounty by this value.
// MIN_CRUSH_VELOCITY_PERCENTAGE //
// AUTO_HEAL, // Additive. Sum of these is added to the AutoHeal value.
// SHROUD_CLEARING, // Additive. Sum of these is the % bonus to the range at which you clear fog and shroud
// RATE_OF_FIRE, // Multiplicitive.
// DAMAGE_STRUCTURE_BOUNTY_ADD // Additive. Sum of these is added to your treasury per damage event done to a structure
// COMMAND_POINT_BONUS // Additive. Operates on the command point bonus.
// CRUSHABLE_LEVEL // Additive. Adds the specified crushable level
// CRUSHED_DECELERATE // Multiplicitive. The percentage that things crushing you slow
// INVULNERABLE // Currently, value does nothing (but one is required), the list of damage types after the value indicates what unit is invulnerable to
//
// What is actually affected
//
// Duration = 1000
// If self expiring effect, msec it lasts for
// FX = FX_Name
// use this to make a particle FX or tint for the attribute modifier
//This is the games standard debuff
ModifierList StandardDebuff
Category = DEBUFF
Modifier = ARMOR -25% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 75% // Multiplicative. Should make you do less damage
FX = FX_GenericDebuff
Duration = 3000
ReplaceInCategoryIfLongest = Yes
End
//These are the games standard buffs (including persistent variations)
ModifierList GenericBuff
Category = BUFF
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicative. Should make you do less damage
FX = FX_GenericBuff
Duration = 3000
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
ModifierList GenericBuff20
Category = BUFF
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicative. Should make you do less damage
FX = FX_GenericBuffPersistent20
Duration = 20000
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
ModifierList GenericBuff40
Category = BUFF
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicative. Should make you do less damage
FX = FX_GenericBuffPersistent40
Duration = 40000
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
ModifierList GenericBuff60
Category = BUFF
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicative. Should make you do less damage
FX = FX_GenericBuffPersistent60
Duration = 60000
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
ModifierList GenericBuff90
Category = BUFF
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicative. Should make you do less damage
FX = FX_GenericBuffPersistent90
Duration = 90000
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
//This is the games standard leadership
ModifierList GenericHeroLeadership
Category = LEADERSHIP
Modifier = EXPERIENCE 200%
Modifier = ARMOR 50%
Modifier = DAMAGE_MULT 150% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
Duration = 3000
FX = FX_GenericLeadership
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End
ModifierList DainMightyRageBuff
Category = BUFF
Modifier = ARMOR 50%
Modifier = DAMAGE_MULT 150%
FX = FX_DainMightyRageBuff
Duration = 30000
ReplaceInCategoryIfLongest = Yes
End
ModifierList DainRageDeBuff
Category = DEBUFF
Modifier = ARMOR -25% // Additive. Sum of these are subtracted from all entries in armor.ini
Modifier = DAMAGE_MULT 75% // Multiplicative. Should make you do less damage
FX = FX_GenericDebuff30
Duration = 30000
ReplaceInCategoryIfLongest = Yes
End
ModifierList RohanCharge
Category = SPELL
Modifier = ARMOR 0% // Additive. Sum of these are subtracted from all entries in Armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
Modifier = CRUSH_DECELERATE 0% // Multiplicitive. Zero would be no deceleration.
Duration = 60000
End
ModifierList WallBonus
Category = FORMATION
Modifier = ARMOR 20% // Additive. Sum of these are subtracted from all entries in Armor.ini
Modifier = DAMAGE_MULT 120% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
Modifier = RANGE 10% // Additive.
Modifier = VISION 115% // Additive.
Duration = 3000 // a little longer than the aura update
End
ModifierList MinasTirithWallBonus
Category = FORMATION
Modifier = ARMOR 50% //40% // Additive. Sum of these are subtracted from all entries in Armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
Modifier = RANGE 10% //20% // Additive.
Modifier = VISION 115% // Additive.
Duration = 3000 // a little longer than the aura update
End
ModifierList HelmsDeepWallBonus
Category = FORMATION
Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in Armor.ini
Modifier = DAMAGE_MULT 150% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
Modifier = RANGE 30% // Additive
Modifier = VISION 30% // Additive
Duration = 3000 // a little longer than the aura update
End
//ModifierList HelmsDeepWallBonusEvil
// Category = FORMATION
//
// Modifier = ARMOR 75% // Additive. Sum of these are subtracted from all entries in Armor.ini
// Modifier = DAMAGE_MULT 125% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
// Modifier = RANGE 25% // Additive
// Modifier = VISION 25% // Additive
//
// Duration = 3000 // a little longer than the aura update
//End
//ModifierList HelmsDeepWallBonusMPS
// Category = FORMATION
//
// Modifier = ARMOR 50% // Additive. Sum of these are subtracted from all entries in Armor.ini
// Modifier = DAMAGE_MULT 110% // Multiplicitive. Damage multiplied by this, will compound in multiple bonuses
// Modifier = RANGE 25% // Additive
// Modifier = VISION 25% // Additive
//
// Duration = 3000 // a little longer than the aura update
//End
ModifierList GandalfShieldBubbleBonus
Category = SPELL
Modifier = ARMOR 200% // Additive, Sum of these are subtracted from all entries in Armor.ini
Modifier = RESIST_KNOCKBACK 100% // Additive. Sum of these is a saving throw against knockback
Duration = 2500 // Time with special effect of bubble