Difference between revisions of "List of bonus updaters"

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(Additional links)
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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
+
Check the files in ''config/heroes/'' for additional usage examples.
** Type: Complex
+
 
** Parameters: valPer20, stepSize=1
+
==GROWS_WITH_LEVEL==
** Effect: Updates val to
+
* 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.
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     }
 
     }
  
* TIMES_HERO_LEVEL
+
Remarks:
* TIMES_STACK_LEVEL
+
* The rounding rules are designed to match the attack/defense bonus progression for heroes with creature specialties in HMM3.
 +
* There 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.
 +
 
 +
= Additional links =
 +
* [[Bonus system]]
 +
* [[Bonus Format]]
 +
* [[Hero Format]]

Revision as of 21:55, 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.

Check the files in config/heroes/ for additional usage examples.

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.
  • There 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.

Additional links