> Chips
Bulbs are the summons of Leek Wars. Leeks can summon bulbs to help them deal damage, heal themselves, protect themselves, and so on. The first bulb you get is the Puny Bulb, at level 48.
In the Market, the cards of the chips that summon a bulb are a little different: they show the characteristics of the bulb that will be summoned:
If you've tried to use your bulb with useChip, you may have been surprised to see that it did nothing. Leek Wars is a programming game. You code your leek's AI, but your bulbs' AI too!
First, you'll need to create a function that will act as your bulb's AI, for example:
function bulbAI() { var summoner = getSummoner() say("Hi, I'm Fab.") moveToward(summoner) useChip(CHIP_PROTEIN, summoner) }
With this function, for instance, your bulb will follow your leek around to give it the Protein boost.
Inside the function, if you use getEntity, you'll get the bulb's ID, not your leek's. Functions that return information about "your leek" will return the bulb's information when they are in a function that serves as a bulb's AI.
Next, you need to find a cell to summon your bulb on:
var cell = getCellToUseChipOnCell(CHIP_PUNY_BULB, getCell())
How does it work? If your leek's cell can be targeted for a summon from that cell, then by symmetry the reverse is also possible.
Finally, you'll need to summon your bulb with the summon function. For example:
summon(CHIP_PUNY_BULB, cell, bulbAI, "Fab")
Note that you have to pass the name of the function that will serve as the bulb's AI as a parameter, but without the parentheses.
Warning: It's important to note that the function you give your bulb is part of your AI. This means your bulbs share your global variables and functions (cool!) but also your operations (not cool). Be careful not to exceed your operations in your summons' AI.
A team can have up to 8 bulbs summoned at the same time; see the SUMMON_LIMIT constant.
Its characteristics are shown as a range of values, for example "0 to 100 Strength". The actual value depends on the level of the leek that summons the bulb. A level 1 leek will summon a bulb with the minimum characteristics, and a level 300 leek will summon a bulb with the maximum characteristics.
The relationship between the summoner's level and the characteristics is linear. In other words, for "0 to 100 Strength", every time the leek goes up 3 levels, the bulb gains 1 Strength. For example, at level 100 the bulb will have 33 Strength, at level 150 it will have 50, and at level 200 it will have 66.
Note: since no bulb is unlocked at level 1, a bulb will never have the lowest stats shown on its card.
Between these two levels, the characteristics are calculated linearly, with the following formula:
characteristic = floor(min + (max - min) * min(300, summonerLevel) / 300)
If the summoner is level 301, the characteristics are those of a level 300 summoner.
So a level 48 summoner will summon a Puny Bulb with 50 + (300 - 50) * 48/300 = 50 + 250 * 0.16 = 90 life and 4 + (7 - 4) * 48/300 = 4 + 3 * 0.16 = 4.48 TP, rounded down to 4 TP (floor).
A Puny Bulb summoned by a level 301 leek will have 50 + (300 - 50) * 300/300 = 50 + 250 * 1 = 300 life and 4 + (7 - 4) * 300/300 = 4 + 3 * 1 = 7 TP.
A bulb's characteristics can also be retrieved during a fight with the getBulbStats function.
Each bulb has 4 to 6 different Chips that you can't change. They vary from bulb to bulb and are the same ones leeks use. You'll notice right away that a bulb can't equip Weapons.
The cooldown of a bulb-summoning chip is shared by all the leeks in the team. This changes nothing in solo, but in farmer or team fights it means you can't summon two bulbs of the same type in the same turn.
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