Difficulty scaling/zh: Difference between revisions

no edit summary
(Updating to match new version of source page)
No edit summary
 
(7 intermediate revisions by 3 users not shown)
Line 27: Line 27:
== 阻止升級的情況 ==  
== 阻止升級的情況 ==  


下面這個情況會導致敵人跟武器維持原樣(總而言之就是林克在劍之考驗裡)。
下面這個情況會導致敵人跟武器維持原樣。
* WorldMgr::sInstance->stageType == 1 (Open World stage)
* WorldMgr::sInstance->stageType == 1 (Open World stage)
* 且 WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* 且 WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* 且 WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)
* 且 WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)


This means that scaling is always disabled in the Trial of the Sword.
總而言之,遊戲不會升級劍之考驗裡的武器和敵人。


另一種會跳過升級的情況是 [[map area]] 等於 28, 也就是林克位在 "HateruSea",野外的考驗的塞哈特諾島。
另一種會跳過升級的情況是 [[map area]] 等於 28, 也就是林克位在 "HateruSea",野外的考驗的塞哈特諾島。
Line 45: Line 45:
* '''敵人手上的武器''': The flag <code>{MapName}_WeaponDrop_{ID}</code> is false, '''and''' [the actor property 'LevelSensorMode' is higher than 1 ''or'' the enemy is a Guardian Scout ('Enemy_Guardian_Mini' 廟裡的守護者)].
* '''敵人手上的武器''': The flag <code>{MapName}_WeaponDrop_{ID}</code> is false, '''and''' [the actor property 'LevelSensorMode' is higher than 1 ''or'' the enemy is a Guardian Scout ('Enemy_Guardian_Mini' 廟裡的守護者)].


註記:從 NPC 那裡拿到的武器(阿卡莱古代研究所、英傑武器)不在上面的列表裡,從而不升級。
註記:從 NPC 那裡拿到的武器(阿卡莱古代研究所、英傑武器、怪物商人)不在上面的列表裡,從而不升級。


== 武器加成 ==  
== 武器加成 ==  
Line 54: Line 54:
三是增加多少。
三是增加多少。


There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). Those that belong to the Yellow tier are usually superior to the other ones. For instance, ''Attack Up +'' is the superior variant of ''Attack Up'' and it typically grants a higher attack power boost compared to ''Attack Up''.
藍標、白標(Blue/White)是比較低階的升級,標記成「某某某提升」。黃標(Yellow)是高階的升級,標記成「某某某大提升」。以攻擊力為例,藍標可能會增加 10~20 的攻擊力(攻擊力提升 +14),而黃標會增加 20~30(攻擊力大提升 +24)。


=== 加成的方向 ===  
=== 加成的方向 ===  
Line 82: Line 82:
| ZoomRapid || Yellow
| ZoomRapid || Yellow
|}
|}
藍標、白標(Blue/White)是比較低階的升級,標記成「某某某提升」。黃標(Yellow)是高階的升級,標記成「某某某大提升」。以攻擊力為例,藍標可能會增加 10~20 的攻擊力(攻擊力提升 +14),而黃標會增加 20~30(攻擊力大提升 +24)。


需注意的是:
需注意的是:
Line 186: Line 184:
|-
|-
| 1
| 1
| '''RandomBlue''':  可能是藍標也可能是黃標,隨機決定。 (with <code>weaponCommonSharpWeaponPer</code> being the probability).
| '''RandomBlue''':  要麼是藍標以上的加成,要麼不加成,隨機決定。 (with <code>weaponCommonSharpWeaponPer</code> being the probability).
|-
|-
| 2
| 2
Line 401: Line 399:
補充:幻影裡的厄咒加儂基礎血量是 500,其他情況是 800。
補充:幻影裡的厄咒加儂基礎血量是 500,其他情況是 800。


Interestingly, the Windblight AI function relies doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.
Interestingly, the Windblight AI function doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.




<references />
<references />
[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Game mechanics]]
[[Category:Game mechanics{{#translation:}}]]
translator
745

edits