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Address code review, fix few more issues with formatting
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@@ -12,9 +12,7 @@ Check the files in *config/heroes/* for additional usage examples.
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- Type: Complex
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- Parameters: valPer20, stepSize=1
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- Effect: Updates val to
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`ceil(valPer20 * floor(heroLevel / stepSize) / 20)`
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- Effect: Updates val to `ceil(valPer20 * floor(heroLevel / stepSize) / 20)`
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Example: The following updater will cause a bonus to grow by 6 for every
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40 levels. At first level, rounding will cause the bonus to be 0.
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@@ -46,13 +44,9 @@ Remarks:
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## TIMES_HERO_LEVEL
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- Type: Simple
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- Effect: Updates val to
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- Effect: Updates val to `val * heroLevel`
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`val * heroLevel`
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Usage:
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`"updater" : "TIMES_HERO_LEVEL"`
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Usage: `"updater" : "TIMES_HERO_LEVEL"`
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Remark: This updater is redundant, in the sense that GROWS_WITH_LEVEL
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can also express the desired scaling by setting valPer20 to 20\*val. It
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@@ -61,9 +55,7 @@ has been added for convenience.
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## TIMES_STACK_LEVEL
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- Type: Simple
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- Effect: Updates val to
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`val * stackLevel`
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- Effect: Updates val to `val * stackLevel`
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Usage:
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@@ -74,13 +66,9 @@ Remark: The stack level for war machines is 0.
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## ARMY_MOVEMENT
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- Type: Complex
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- Parameters: basePerSpeed, dividePerSpeed, additionalMultiplier,
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maxValue
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- Effect: Updates val to val+= max((floor(basePerSpeed /
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dividePerSpeed)\* additionalMultiplier), maxValue)
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- Remark: this updater is designed for MOVEMENT bonus to match H3 army
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movement rules (in the example - actual movement updater, which
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produces values same as in default movement.txt).
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- Parameters: basePerSpeed, dividePerSpeed, additionalMultiplier, maxValue
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- Effect: Updates val to `val+= max((floor(basePerSpeed / dividePerSpeed) * additionalMultiplier), maxValue)`
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- 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).
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- Example:
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``` jsonc
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