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.
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" : {
"type" : "GROWS_WITH_LEVEL",
"valPer20" : 6,
"stepSize" : 2
}
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" : {
"type" : "GROWS_WITH_LEVEL",
"valPer20" : 6,
"stepSize" : 2
}
Remarks:
Effect: Updates val to val * heroLevel / stepSize
Usage: "updater" : "TIMES_HERO_LEVEL"
Usage with stepSize greater than one:
"updater" : {
"type" : "TIMES_HERO_LEVEL",
"stepSize" : 2
}
Updates val to 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.
Updates val to 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.
Effect: Same effect as TIMES_HERO_LEVEL combined with DIVIDE_STACK_LEVEL: val * heroLevel / stackLevel
Intended 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"
Effect: Updates val to val = clamp(val * floor(stackSize / stepSize), minimum, maximum), where stackSize is total number of creatures in current unit stack
Parameters minimum and maximum are optional and can be dropped if not needed
Example:
"updater" : {
"type" : "TIMES_STACK_SIZE",
"minimum" : 0,
"maximum" : 100,
"stepSize" : 2
}
Helper updater for proper functionality of OPPOSITE_SIDE limiter