Difference between revisions of "List of bonus updaters"
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=List of Bonus Updaters= | =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. | 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) | 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 | + | 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. | ||
+ | |||
+ | ==ARMY_MOVEMENT== | ||
+ | * Type: Complex | ||
+ | * Parameters: basePerSpeed, dividePerSpeed, additionalMultiplier, maxValue | ||
+ | * Effect: Updates val to val+= max((floor(basePerSpeed / dividePerSpeed)* additionalMultiplier), maxValue) | ||
+ | * Remark: this updater is designed for MOVEMENT bonus to match H3 army movement rules (in the example - actual movement updater, which produces values same as in default movement.txt). | ||
+ | * Example: | ||
+ | "updater" : { | ||
+ | "parameters" : [ 20, 3, 10, 700 ], | ||
+ | "type" : "ARMY_MOVEMENT" | ||
+ | } | ||
+ | = Additional links = | ||
+ | * [[Bonus system]] | ||
+ | * [[Bonus Format]] | ||
+ | * [[Hero Format]] |
Latest revision as of 18:34, 18 March 2023
Contents
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.
ARMY_MOVEMENT
- Type: Complex
- Parameters: basePerSpeed, dividePerSpeed, additionalMultiplier, maxValue
- Effect: Updates val to val+= max((floor(basePerSpeed / dividePerSpeed)* additionalMultiplier), maxValue)
- Remark: this updater is designed for MOVEMENT bonus to match H3 army movement rules (in the example - actual movement updater, which produces values same as in default movement.txt).
- Example:
"updater" : { "parameters" : [ 20, 3, 10, 700 ], "type" : "ARMY_MOVEMENT" }