Difference between revisions of "List of bonus updaters"
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Usage: | Usage: | ||
"updater" : "TIMES_HERO_LEVEL" | "updater" : "TIMES_HERO_LEVEL" | ||
+ | Remark: This updater is redundant, in the sense that GROWS_WITH_LEVEL can also express the desired scaling by setting valPer20 to 20*val. It has been added for convenience. | ||
==TIMES_STACK_LEVEL== | ==TIMES_STACK_LEVEL== |
Revision as of 21:35, 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"
Remark: This updater is redundant, in the sense that GROWS_WITH_LEVEL can also express the desired scaling by setting valPer20 to 20*val. It has been added for convenience.
TIMES_STACK_LEVEL
- Type: Simple
- Effect: Updates val to
val * stackLevel
Usage:
"updater" : "TIMES_STACK_LEVEL"