Fixes Adela specialty that was apparently broken back in #1518 and replaced with logic that was clearly not tested - it was neither functional, nor it was following H3 behavior. - `HAS_ANOTHER_BONUS_LIMITER` now accepts `null` in place of bonus type, for cases when limiting is needed by bonus source or bonus subtype. This allows Adela Bless specialty to always work, irregardless of which bonuses are provided by Bless. - Implemented `DIVIDE_STACK_LEVEL` updater that functions same as `TIMES_STACK_LEVEL`, but it divides bonus value, instead of multiplying it (to make Adela specialty weaker for high-tier units, as in H3) - Implemented `TIMES_HERO_LEVEL_DIVIDE_STACK_LEVEL` updater that combines two existing updaters, to implement `val * heroLevel / unitLevel` formula needed for Adela specialty - Removed deprecated `ARMY_MOVEMENT` updater. Its functionality has already been removed in 1.6.X releases, and it was remaining only as a placeholder - Updated modding documentation to account for these changes & to remove some TODO's Fixed regression from #777 that could led to either duplicated bonuses or to multiple application of updaters. It introduced double-recursion - node parents were gathered recursively, and then bonuses were also collected recursively within each parent. This created situation where updater could be applied different number of times. For example, hero bonus that is propagated to unit in combat could be selected directly, or via hero->combat unit chain, or via hero->garrison unit->combat unit chains, leading to different calls to updaters if updater handles garrison unit node type
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Bonus Updaters
TODO: this page may be incorrect or outdated
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
- Type: Complex
- Parameters: valPer20, stepSize=1
- 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" : {
"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:
- 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
- Type: Simple
- Effect: Updates val to
val * heroLevel
Usage: "updater" : "TIMES_HERO_LEVEL"
Remark: This updater is redundant, in the sense that GROWS_WITH_LEVEL can also express the desired scaling by setting valPer20 to 20*val. It has been added for convenience.
TIMES_STACK_LEVEL
- Type: Simple
- Effect: Updates val to
val * stackLevel
Usage:
"updater" : "TIMES_STACK_LEVEL"
Remark: The stack level for war machines is 0.
DIVIDE_STACK_LEVEL
- Type: Simple
- Effect: Updates val to
val / stackLevel
Usage:
"updater" : "DIVIDE_STACK_LEVEL"
Remark: The stack level for war machines is 0.
TIMES_HERO_LEVEL_DIVIDE_STACK_LEVEL
- Type: Simple
- Effect: Same effect as
TIMES_HERO_LEVELcombined withDIVIDE_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"
BONUS_OWNER_UPDATER
TODO: document me