Difference between revisions of "List of bonus updaters"
From VCMI Project Wiki
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Updaters come in two forms: simple and complex. Simple updaters take no parameters and are specified as strings. Complex updaters do take parameters (sometimes optional), and are specified as structs. | Updaters come in two forms: simple and complex. Simple updaters take no parameters and are specified as strings. Complex updaters do take parameters (sometimes optional), and are specified as structs. | ||
− | + | ==GROWS_WITH_LEVEL== | |
− | + | * Type: Complex | |
− | + | * Parameters: valPer20, stepSize=1 | |
− | + | * Effect: Updates val to | |
ceil(valPer20 * floor(heroLevel / stepSize) / 20) | ceil(valPer20 * floor(heroLevel / stepSize) / 20) | ||
Example: The following updater will cause a bonus to grow by 6 for every 40 levels. At first level, rounding will cause the bonus to be 0. | Example: The following updater will cause a bonus to grow by 6 for every 40 levels. At first level, rounding will cause the bonus to be 0. | ||
Line 21: | Line 21: | ||
} | } | ||
− | * TIMES_HERO_LEVEL | + | Remark: The rounding rules are designed to match the attack/defense bonus progression for heroes with creature specialties in HMM3. |
− | * TIMES_STACK_LEVEL | + | |
+ | ==TIMES_HERO_LEVEL== | ||
+ | * Type: Simple | ||
+ | * Effect: Updates val to | ||
+ | val * heroLevel | ||
+ | Usage: | ||
+ | "updater" : "TIMES_HERO_LEVEL" | ||
+ | |||
+ | ==TIMES_STACK_LEVEL== | ||
+ | * Type: Simple | ||
+ | * Effect: Updates val to | ||
+ | val * stackLevel | ||
+ | Usage: | ||
+ | "updater" : "TIMES_STACK_LEVEL" |
Revision as of 21:31, 19 September 2017
Note: This feature hasn't been merged yet. See https://github.com/vcmi/vcmi/pull/379.
List of Bonus Updaters
Updaters come in two forms: simple and complex. Simple updaters take no parameters and are specified as strings. Complex updaters do take parameters (sometimes optional), and are specified as structs.
GROWS_WITH_LEVEL
- Type: Complex
- Parameters: valPer20, stepSize=1
- Effect: Updates val to
ceil(valPer20 * floor(heroLevel / stepSize) / 20)
Example: The following updater will cause a bonus to grow by 6 for every 40 levels. At first level, rounding will cause the bonus to be 0.
"updater" : { "parameters" : [ 6, 2 ], "type" : "GROWS_WITH_LEVEL" }
Example: The following updater will cause a bonus to grow by 3 for every 20 levels. At first level, rounding will cause the bonus to be 1.
"updater" : { "parameters" : [ 3 ], "type" : "GROWS_WITH_LEVEL" }
Remark: The rounding rules are designed to match the attack/defense bonus progression for heroes with creature specialties in HMM3.
TIMES_HERO_LEVEL
- Type: Simple
- Effect: Updates val to
val * heroLevel
Usage:
"updater" : "TIMES_HERO_LEVEL"
TIMES_STACK_LEVEL
- Type: Simple
- Effect: Updates val to
val * stackLevel
Usage:
"updater" : "TIMES_STACK_LEVEL"