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LevelBasedValue
seelderr edited this page Jan 3, 2025
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A LevelBasedValue is a value that scales with a level. This is a structure that vanilla minecraft uses to define enchantments, and we re-use it in Dragon Survival to define various attributes for a DragonAbility.
The value is clamped between a min and a max.
{
"value": [LevelBasedValue], // [Mandatory] || The base LevelBasedValue to clamp.
"min": [number] // [Mandatory] || The minimum value allowed.
"max": [number] // [Mandatory] || The maximum value allowed.
}
The value is constant.
{
"value": [number], // [Mandatory] || The constant value.
}
The value is the division of two LevelBasedValues.
{
"numerator": [LevelBasedValue] // [Mandatory] || The numerator.
"denominator": [LevelBasedValue] // [Mandatory] || The denominator.
}
The value is the square of the current level.
{
"added": [number] // [Mandatory] || An additional amount added to the squared result.
}
The value scales linearly.
{
"base": [number] // [Mandatory] || The base value.
"per_level_above_first": [number] // [Mandatory] || The value added per level above first.
}
The value is determined by a lookup table.
{
"values": [number] // [Mandatory] || A list of values. The order determines which value is for which level.
"fallback": [LevelBasedValue] // [Mandatory] || A fallback LevelBasedValue if the level exceeds the size of the lookup table.
}
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