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Output Info Hero Data
For scale values (life, weapon damage, abilities, talents, etc...), it is always a decimal value. Multiplying it by 100 will give the scaling as a percentage (0.04 as 4%).
To calculate a value at a certain level use the following formula:
BaseValue × (1 + ScalingPercent/100)^Level
-or-
BaseValue × (1 + scale)^Level
Note: BaseValue is a level 0 (starting value) not a level 1 value
Example:
Ragnaros life at level 0 = 2000
For level 3 Ragnaros
2000 × (1 + 0.04)^3 = 2249.728 ≈ 2250 life
Mana and mana regeneration do not scale at each level. Instead they both receive a flat amount increase at each level, starting at level 2 (going from 1 to 2) which is based on veterancy data.
Mana: +10
Mana Regeneration: +0.0976
Example:
Level 3 Ragnaros will have the following
Mana: 520
Mana Regeneration: 3.1952 ≈ 3.20
Each hero group starts with the hero id
The hero's real name.
Always has the "Hero" prefix. Can be used to identify the heroes in the replay files as the hero's real names are localized.
The hyperlinkId is usually the hero's "real" name without punctuation or spaces. Majority of the time it's the same as their "real" name.
As an example, for Anub'arak
, its hyperlinkId is Anubarak
.
Four character identifier. Identifier for bans in the replay file.
Can be used to determine the cost of the hero.
Can be found from the Behavior Veterancy Data
when parsing data.
The default mount of this hero. This is a mount id.
These are found on the Heroes of the Storm website.
The cooldown of the weapon. To get the attacks per second use the following formula:
1 / period
Example:
Ragnaros weapon period is 1.2
1 / 1.2 = 0.83 attacks per second
An array of hero skins associated with this hero. These are hero skin ids.
An array of skin variations associated with this hero. These are hero skin ids.
An array of voicelines associated with this hero. These are voiceline ids.
An array of mount categories associated with this hero. These are mount ids.
A non-unique indentifier. For talents, should be combined with the buttonId
to make a unique identifier. If it's an ability, a unique identifier should be made with nameId
, buttonId
, abilityType
, and isPassive
The id for the button. For talents, should be combined with the nameId
to make a unique identifier. If it's an ability, a unique identifier should be made with nameId
, buttonId
, abilityType
, and isPassive
The ability that the ability or talent is associated with. This value should be the same as the ingame value in the top-right corner of the talent tooltips.
If true, the associated the talent or ability is activable (requires a button press to use). For abilities the default is true.
Only for talents. If true, the associated AbilityType is a quest.
Only for talents. Ability and talent name ids that the talent affects or upgrades. These are the ability tooltip talent expanders for abilities. It's when you hover over an ability and it shows the talent name in yellow text.
Sub-ability example
"subAbilities": [
{
"AbathurEvolveMonstrosity|AbathurEvolveMonstrosityHotbar|Heroic": { // this is the parent link
"heroic": [
{
// this is the subability
"nameId": "AbathurEvolveMonstrosityActiveSymbiote",
"buttonId": "EvolveMonstrosityActiveHotbar",
"name": "Evolve Monstrosity Active",
"icon": "storm_ui_icon_abathur_evolvemonstrosity.png",
"cooldownTooltip": "Cooldown: 4 seconds",
"fullTooltip": "Activate to cast Symbiote on Abathur's Monstrosity.",
"abilityType": "Heroic"
}
]
}
}
],
Evolve Monstrosity Active
is the sub-ability with a parent link of AbathurEvolveMonstrosity|AbathurEvolveMonstrosityHotbar|Heroic
The parent link follows the format
<nameId>|<buttonId>|<abilityType>|<isPassive>
If isPassive
is false, then it will not show. If there is no abilityType
then the parent link is a talent and NOT an ability.
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