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How to edit Heroes

In this part I will show you how to create or modify a hero.

The heroes page is using a home made syntax plugin and is still in work in progress. Thus this page will be updated often.

Data representation

The data are sorted in a JSON like model. Unlike Json, There is one data per line and no , at the end.

Some informations are sorted by category. These informations are wrapped between brace, { and }.

Anyway, let's cut the theoric part and see how to use the syntax plugin instead.

Using the syntax plugin

Inside the page editor, to make the syntax plugin work, your page need to look like this :

<e7w-template> 
    Data1 : value
    Data2 : value
    category {
        Data_Category1 : value
        Data_Category2 : value
    }
</e7w-template>

The data have to be bewteen <e7w-template> and </e7w-template> in order to ask the editor to generate the hero template. (Dont forget the / in the second one)

Using the prebuild template

In order to ease the unit template creation, I made a premade code you can copy and paste directly in the editor. Each parts will have a detailled description in the next section.

Take in note the Stats needs to be the maximal possible stat (ie. The stats of a 6* hero, totally awaken)

<e7w-template>
name : 
description :

stats {
	atk : 
	hp : 
	spd : 
	def : 
	chc : 15
	chd : 150
	da : 5
	eff : 0
	res : 0
	pen : 0
}
skill1 {
	name : 
	desc : 
	type : 
	cd: 
	soul : 1
	focus : 0
	att_rate : 
	Pow : 
	scale1 : 
	scale2 :
	buffs :
	debuffs :
	soulburn : 
	enhancement :
	Additional Effect:
}
skill2 {
	name : 
	desc : 
	type : 
	cd: 
	soul : 1
	focus : 0
	att_rate : 
	Pow : 
	scale1 : 
	scale2 :
	buffs :
	debuffs :
	soulburn : 
	enhancement :
	Additional Effect:
}
skill3 {
	name : 
	desc : 
	type : 
	cd: 1
	soul : 1
	focus : 0
	att_rate : 
	Pow : 
	scale1 : 
	scale2 :
	buffs :
	debuffs :
	soulburn : 
	enhancement :
	Additional Effect:
}
</e7w-template>
Unit informations and stats

The first part is straightforward. The information are a copy-paste of the Hero. You can find these informations in the journal menu, in game.

<e7w-template>
  name : Name_Of_The_Unit
  description : Description_of_the_Unit (The one below "Hero Background")
  stats {
    	atk : Atk_value
	hp :  HP_value
	spd : Spd_value
	def : Def_value
	chc : Crit_hit_chance_value
	chd : Crit_hit_damage_value
	da : Dual_Attack_value
	eff : Effectiveness_value
	res : Effect_Resistance_value
	pen : Penetration_value (this information was showed at a moment but it is not now. Just delete this line or put "0")
}
Skills

This part is the most tricky. There are a lot of differents informations and syntax differ from one data to another. There are 3 differents categories of skills : skill1,skill2, skill3. The data inside each of them is the same. I'll call it skillX in the next parts. The one you can't fill whithout knowing the syntax will be noted as see below.

skill3 {
	name : name_of_the_skill
	desc : description_of_the_skill (just adds the first sentence whithout "damage increase with ..." or buffs and debuffs.
	type : ST (for Single Target), AOE or PASSIVE 
	cd: cooldown
	soul : number_soul_given
	focus : number_focus_given ( "0" if the unit don't have focus)
	att_rate : att_rate
	Pow : pow 
	scale1 : see below
	scale2 : see below
	buffs : see below
	debuffs : see below
	soulburn : see below
	enhancement : see below
	Additional Effect: Write_here_if_none_can_enter_in_prior_data
}

Side note : att_rate and pow are findable in the datamine spreadsheet : https://docs.google.com/spreadsheets/d/1aqL0Uj26PRW_jAUj8pYaSls_DOuFq30fvwQh8ol74-E/edit#gid=81326843

Next Parts notes

The nexts parts will work with argument based value. These arguments are divided by either , or :. You can use them both, the syntax plugin will just count the number of arguments and add it to the data stack.

You can either write the value like this : arg1 : arg2 : arg3 or arg1 , arg2 , arg3 or combination of both : arg1 , arg2 : arg3 ,etc…

Scales

Scale represents the part of the description saying “Damage increase proportionally to [Some Stat]” and the healing. The information is findable in the same spreadsheet you used for att_rate and pow. Threre are 2 scales because some heroes utilise two different scalings on one skill. Both Scale1 and Scale2 works in the same.

Scale takes only one information. It means you can only choose one the combination possible.

we will now see all differents possible combination of scale.

scaleX : [one_combination]
  [Target] = ST (if based on target stat) | AOE (if based on each unit stat) | SELF (if based on caster's stat)
  [%value] = Increased damage by this [%Value] or healing increase by this [%Value] , can be found in the datamine spreadsheet

# Combinations based on stats (3 arguments) : HP : [Target] : [%Value] DEF : [Target] : [%Value] SPD : [Target] : [%Value]
# Combinations based on % Hp remaining or lost (3 arguments) : HP_LOST : [Target] : [%Value] HP_REMAINING : [Target] : [%Value]
# Combination based on number of debuffs (3 arguments) : DEBUFFS : [Target] : [%Value]
# Combinations for heals (4 argument) : [ATK | HP] <= Healing is proportional to either HP or ATK HEAL : [Target] : [ATK | HP] : [%Value]
Buffs

This part can take multiple combinations. Just adds them in the following : combination1, combination2, etc… (you can use : instead of , again)

Buffs : [Combination](, [Combination], ...)
  [Target] = ST (Single target) | AOE (All allies) | SELF (Only caster)
  [Time] = buff duration

# Combination of stat buffs (3 arguments) ATK+ : [Target] : [Time] ATK++ : [Target] : [Time] (Greater buff Atk) DEF+ : [Target] : [Time] DEF++ : [Target] : [Time] (Greater Def Buff) SPD+ : [Target] : [Time] CHC+ : [Target] : [Time] CHD+ : [Target] : [Time] RES+ : [Target] : [Time]
# Combination of status buff (3 arguments) IMMUNITY : [Target] : [Time] INVINCIBILITY : [Target] : [Time] STEALTH : [Target] : [Time]
# Heal over time or continuous healing (3 arguments) HOT : [Target] : [Time]
# Barrier (6 arguments) : [Barrier_Stat_Scale], [Barrier_Stat_Target] and [Barrier_%Value] are the exact combination of a scaling. [Barrier_Stat_Scale] = Stat on which is scaled the strenght of the barrier (HP or DEF or ATK, in general) [Barrier_Stat_Target] = ST | AOE | SELF (on whose stat it scale) [Barrier_%Value] = %Value findable in the datamine spreadsheet
BARRIER : [Target] : [Time] : [Barrier_Stat_Scale] : [Barrier_Stat_Target] : [Barrier_%Value]
# Dispel (4 arguments) [NB_dispelled_debuff] = Number of dispelled debuffs. If it's on all debuff, put '0' ( 0 = all ) [Dispel_Time_Reduced] = Number of turn of reduced cooldown on debuffs. If it's totally removed, put '0' (0 = all time)
DISPEL : [Target] : [Number_dispelled_debuff] : [Dispel_Time_Reduced]
# Combat readiness increase (3 arguments) CR+ : [Target] : [%CR_Increased]
Debuffs

Debuffs can stack mulitple combinations.

Debuffs : [Combination](, [Combination], ...)
  [Target] = ST (Single target) | AOE (All enemies) 
  [%Chance] = %Chance of sucess of debuffs (put 100% If %chance is not written)
  [Time] = debuff duration

# Combinations of stat based debuffs (4 arguments) : DEF- : [Target] : [%Chance] : [Time] ATK- : [Target] : [%Chance] : [Time] SPD- : [Target] : [%Chance] : [Time] HIT- : [Target] : [%Chance] : [Time] CD+ : [Target] : [%Chance] : [Time]
# Combinations of damage inflincting debuffs (5 arguments) : BLEED : [Target] : [%Chance] : [Time] : [Number_of_Bleed] BURN : [Target] : [%Chance] : [Time] : [Number_of_Bleed] POISON : [Target] : [%Chance] : [Time] : [Number_of_Bleed]
# Combinations of status debuffs (4 arguments ) : SLEEP : [Target] : [%Chance] : [Time] TARGET : [Target] : [%Chance] : [Time] HIT- : [Target] : [%Chance] : [Time] STUN : [Target] : [%Chance] : [Time] SILENCE : [Target] : [%Chance] : [Time] UNHEAL : [Target] : [%Chance] : [Time] (unhealable) UNBUFF : [Target] : [%Chance] : [Time] (unbuffable) PROVOKE : [Target] : [%Chance] : [Time] VAMPIRIC : [Target] : [%Chance] : [Time] EVASION : [Target] : [%Chance] : [Time]
# Combination of dispel and transfer (4 arguments) : DISPEL : [Target] : [%Chance] : [Number_of_dispelled_buffs] TRANSFER : [Target] : [%Chance] : [Number_of_transfered_debuffs]
# Combination of combat readiness decrease (3 arguments) CR- : [Target] : [%Decreased_CR]
Soulburn

This part is in work in progress. Just put the description with the cost in soul for the moment.

Enhancements (Skill enchancements)

This part can contain multiple combinations.

This part is not completely implemented.

Enhancement: [Combination](, [Combination], ...)
  DMG : [value]
  EFF : [value] (+ effect chance)
  STAT : [value]
  HP : [value]
  DEF : [value]
  SPD : [value]
  ATK : [value]
  CR+ : [value]
  CD- (only one argument)
Sides notes

Here are some side notes about the syntax plugin :

  • Category and keys ( the first part before the first :, in Description : description_of_the_unit the key is Description) are not case sensitive and can be written in multiple way to prevent mistypo. Few examples :
    • name = NAME , Name
    • description = desc, DESCRIPTION, Description
    • atk = attack
    • def = Defense
    • stats = statistic , statistics
    • skill1 = skill 1
    • scale1 = scale 1
  • First argument of each combinations is not case sensitive . (There is no mistypo prevention like key)

Surely lot of combinations are not existing yet. As the number of differents possible combination of description are huge, I am trying to add them all bit per bit. Thus, this page will be edited really often.