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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

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.

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"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.

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"updater" : {
    "type" : "GROWS_WITH_LEVEL",
    "valPer20" : 3,
    "stepSize" : 1
}

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

Effect: Updates val to val * heroLevel / stepSize

Usage: "updater" : "TIMES_HERO_LEVEL"

Usage with stepSize greater than one:

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"updater" : {
    "type" : "TIMES_HERO_LEVEL",
    "stepSize" : 2
}

TIMES_STACK_LEVEL

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.

DIVIDE_STACK_LEVEL

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.

TIMES_HERO_LEVEL_DIVIDE_STACK_LEVEL

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"

TIMES_STACK_SIZE

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:

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"updater" : {
    "type" : "TIMES_STACK_SIZE",
    "minimum" : 0,
    "maximum" : 100,
    "stepSize" : 2
}

BONUS_OWNER_UPDATER

Helper updater for proper functionality of OPPOSITE_SIDE limiter