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Log

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.

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.

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)

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>

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") }

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

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…

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]

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 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]

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

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)

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.