# 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. ```json "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. ```json "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: ```json "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: ```json "updater" : { "type" : "TIMES_STACK_SIZE", "minimum" : 0, "maximum" : 100, "stepSize" : 2 } ``` ## BONUS_OWNER_UPDATER Helper updater for proper functionality of `OPPOSITE_SIDE` limiter