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.
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:
val * heroLevelUsage: "updater" : "TIMES_HERO_LEVEL"
val * stackLevel, where stackLevel is level of stack (Pikeman is level 1, Angel is level 7)Usage:
"updater" : "TIMES_STACK_LEVEL"
Remark: The stack level for war machines is 0.
val / stackLevel, where stackLevel is level of stack (Pikeman is level 1, Angel is level 7)Usage:
"updater" : "DIVIDE_STACK_LEVEL"
Remark: The stack level for war machines is 0.
TIMES_HERO_LEVEL combined with DIVIDE_STACK_LEVEL: val * heroLevel / stackLevelIntended to be used as hero bonus (such as specialty, skill, or artifact), for bonuses that affect units (Example: Adela Bless specialty)
Usage:
"updater" : "TIMES_HERO_LEVEL_DIVIDE_STACK_LEVEL"
Helper updater for proper functionality of OPPOSITE_SIDE limiter