List of bonus updaters

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Revision as of 21:45, 19 September 2017 by Hkoehler (talk | contribs) (GROWS_WITH_LEVEL)
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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"
   }

Remarks:

  • The rounding rules are designed to match the attack/defense bonus progression for heroes with creature specialties in HMM3.
  • The is no point in specifying val for a bonus with a GROWS_WITH_LEVEL updater.

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"

Remark: The stack level for war machines is 0.