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'''Difficulty scaling'''(等級系統)是曠野之息用來控制敵人跟武器等級的一個機制。你會注意到,在遊玩的過程中,同一個地點的敵人可能在若干次血月後變成了更強的敵人,且其手上的武器也有所變化。 | |||
== 經驗值 == | == 經驗值 == | ||
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== 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。 | |||
* 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) | ||
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。 | ||
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* '''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 | 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 == | ||
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二是武器的攻擊、防禦、耐久等數值擇一增加; | 二是武器的攻擊、防禦、耐久等數值擇一增加; | ||
三是增加多少。 | 三是增加多少。 | ||
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 === | ||
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{|class="wikitable" | {|class="wikitable" | ||
! 加成的方向 !! Available in | ! 加成的方向 !! Available in bonus tiers | ||
|- | |- | ||
|- | |- | ||
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| ZoomRapid || Yellow | | ZoomRapid || Yellow | ||
|} | |} | ||
需注意的是: | 需注意的是: | ||
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| Attack up 攻擊力 || addAtkMin 到 addAtkMax 之間的隨機數字 | | Attack up 攻擊力 || addAtkMin 到 addAtkMax 之間的隨機數字 | ||
|- | |- | ||
| | | Durability up 耐久度提升 || addLifeMin 到 addLifeMax 之間的隨機數字 | ||
|- | |- | ||
| Long throw 遠距離投擲 || addThrowMin 到 addThrowMax 之間的隨機數字 | | Long throw 遠距離投擲 || addThrowMin 到 addThrowMax 之間的隨機數字 | ||
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|- | |- | ||
| 1 | | 1 | ||
| '''RandomBlue''': | | '''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 | ||
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|- | |- | ||
| 4 | | 4 | ||
| '''NoneForced''' ( | | '''NoneForced''' (限於寶箱): Weapon will ''never'' spawn with any modifiers. 寶箱的這個屬性會抹去其他一切升級。 | ||
|} | |} | ||
如果 [[Difficulty scaling#LevelSensorMode|scaling]] 處在打開狀態的話,武器有可能因為經驗值足夠的關係被升到更高級。 | |||
經驗值不夠則維持原升級(不會降級)。 | |||
換句話說,就算是設成 0 ('None') 的武器也不是永遠不升級了, | |||
而是遊戲開發者有意給玩家最低等級的武器。 | |||
只要玩家的經驗值高過某個門檻,就會得到 Blue 藍標加成,再高一點 Yellow 黃標加成。 | |||
== | == 升級的計算過程 == | ||
=== <code>Ecosystem::LevelSensor::loadByml</code> === | === <code>Ecosystem::LevelSensor::loadByml</code> === | ||
這個函數會被 <code>Ecosystem::init</code> 呼叫, | |||
後者是被 <code>ksys::InitializeApp</code> 呼叫。 | |||
它的功用是載入 byml 檔案 Ecosystem/[[LevelSensor.byml]]。 | |||
=== <code>Ecosystem::LevelSensor::calculatePoints</code> === | === <code>Ecosystem::LevelSensor::calculatePoints</code> === | ||
每當遊戲生成 actors 時,[[PlacementMgr]] 會呼叫這個函數。(actor 可以是武器或是敵人) | |||
它會用各種表格跟各種經驗值計算武器或敵人要升級多少。 | |||
遊戲到目前為止都只用殺敵數 <code>Defeated_%s_Num</code> 來計算經驗值並以此推測升級程度,但是從程式設計的角度來說可以用別的東西來計算經驗值。 | |||
有趣的是,遊戲利用殺敵數計算經驗值時,會把一個「原始經驗值」轉化成「用在武器升級的經驗值」跟「用在敵人升級的經驗值」。這樣設計師就可以在後期微調「原始」轉化到「武器」的匯率;「敵人」亦同。 | |||
<source lang="c++"> | <source lang="c++"> | ||
float points = 0.0; | float points = 0.0; | ||
for (kill_flag : this->byml["flag"]) | for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 | ||
int kill_count = GameData::getIntegerFlag(kill_flag["name"]); | |||
points += kill_count * kill_flag["point"]; // 殺敵數 * 此敵人的分數 | |||
this->points = points; | this->points = points; // 原始經驗值 | ||
this->weapon_points = points * this->byml["setting"].Level2WeaponPower; | this->weapon_points = points * this->byml["setting"].Level2WeaponPower; // 換算成武器用分數 | ||
this->enemy_points = points * this->byml["setting"].Level2EnemyPower; | this->enemy_points = points * this->byml["setting"].Level2EnemyPower; // 換算成敵人用分數 | ||
</source> | </source> | ||
就我們能看到的部分,任天堂從來沒有調整過這兩個數值。 | |||
=== <code>Ecosystem::LevelSensor::scaleWeapon</code> === | === <code>Ecosystem::LevelSensor::scaleWeapon</code> === | ||
它負責處理武器的升級。有三個東西會呼叫它:寶箱、敵人{{Check}}、 <code>Ecosystem::LevelSensor::scaleActor</code>。 | |||
呼叫時給定一個武器的名字、預設的加成(至少多少)、跟目前玩家的經驗值。然後這個函數會回傳一個武器名稱(可能跟給定的不一樣),其中包括應當使用何種加成。 | |||
如果函數找半天找不到滿足給定的條件武器、加成,遊戲就會用預設的武器、預設的加成。(程式碼裡最後的 return false 會處理所有例外、失敗的情形。) | |||
Pseudocode (1.0.0): | Pseudocode (1.0.0): | ||
<source lang="c++"> | <source lang="c++"> | ||
bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, | bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器 | ||
WeaponModifier required_modifier, // 預設至少加這麼多 | |||
const char** weapon_to_use_name, // 回傳的武器寫在這裡 | |||
WeaponModifier* modifier_to_use, // 回傳的加成寫在這裡 | |||
void* unknown) | void* unknown) | ||
{ | { | ||
// some checks using 'unknown' here which seems to be a pointer to the actor | // some checks using 'unknown' here which seems to be a pointer to the actor | ||
for (weapon_table : this->byml["weapon"]) { | for (weapon_table : this->byml["weapon"]) { | ||
// find the first weapon entry for which the player has enough points | // find the first weapon entry for which the player has enough points | ||
// with the specified name and modifier | // with the specified name and modifier | ||
// 不同的武器系列儲存在不同的 table 裡,要枚舉 table 再枚舉 table 裡的細項 | |||
i = -1; // 應該是 index,但是 -1 代表尚未找到 | |||
for (j = 0; j < weapon_table["actors"].size; ++j) { // 枚舉含有加成訊息的武器 | |||
entry = weapon_table["actors"][j]; | |||
float points_for_next_transition = entry["value"]; // 這個加成過的武器所需的經驗值 | |||
if (this->weapon_points > points_for_next_transition && // 你的經驗值夠 | |||
weapon_to_look_up == entry["name"] && // 武器的名字是對的 | |||
convert_to_modifier(entry["plus"]) == required_modifier) { // 加成的方向跟程度是對的 | |||
i = j; | |||
break; // 找到一個了(但是可能還有更多) | |||
} | |||
} | } | ||
if (i == -1) | if (i == -1) | ||
continue; // 找不到就試下一個 | |||
do { // 已知找到一個的情況下,試圖找更多 | |||
entry = weapon_table["actors"][i]; | |||
// not_rank_up means there is no link between weapons; | // not_rank_up means there is no link between weapons; | ||
// this table is just used to look up modifiers. | // this table is just used to look up modifiers. | ||
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// or until we reach a modifier that requires more points. | // or until we reach a modifier that requires more points. | ||
if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up) | if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up) | ||
break; // ???這個 table 裡的武器不能升級,或是 entry 是 null (boundary check) | |||
// otherwise, just go down the list until we reach the end or a weapon which | // otherwise, just go down the list until we reach the end or a weapon which | ||
// requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal). | // requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal). | ||
if (this->weapon_points <= entry["value"]) | if (this->weapon_points <= entry["value"]) | ||
break; // 枚舉到經驗值最高又符合條件的才停 | |||
++i; | ++i; | ||
} while (i < weapon_table["actors"].size); | } while (i < weapon_table["actors"].size); | ||
*weapon_to_use_name = entry["name"]; | *weapon_to_use_name = entry["name"]; | ||
*modifier_to_use = convert_to_modifier(entry["plus"]); | *modifier_to_use = convert_to_modifier(entry["plus"]); | ||
return true; // 有找到 | |||
} | } | ||
return false; // cannot scale up | return false; // cannot scale up // 沒找到 | ||
} | } | ||
</source> | </source> | ||
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=== <code>Ecosystem::LevelSensor::scaleActor</code> === | === <code>Ecosystem::LevelSensor::scaleActor</code> === | ||
處理敵人的升級。方法跟上面 <code>LevelSensor::scaleWeapon</code> 處理武器的升級類似。 | |||
Pseudocode (1.0.0): | Pseudocode (1.0.0): | ||
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if (actor->params["LevelSensorMode"] < 1) | if (actor->params["LevelSensorMode"] < 1) | ||
return false; | return false; | ||
if (actor_name.contains("Enemy")) { | if (actor_name.contains("Enemy")) { | ||
for (enemy_table : this->byml["enemy"]) { | for (enemy_table : this->byml["enemy"]) { | ||
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entry = enemy_table["actors"][j]; | entry = enemy_table["actors"][j]; | ||
if (entry["name"] == actor_name && this->enemy_points > entry["value"]) { | if (entry["name"] == actor_name && this->enemy_points > entry["value"]) { | ||
i = j; // 名字對,而且經驗值也夠 | |||
break; | |||
} | } | ||
} | } | ||
if (i == -1) | |||
continue; // 找不到換下一個 | |||
do { | do { | ||
entry = enemy_table["actors"][i]; | entry = enemy_table["actors"][i]; | ||
if (this->enemy_points <= entry["value"]) | if (this->enemy_points <= entry["value"]) | ||
break; // 有找到就枚舉到經驗值最高又符合條件的才停 | |||
++i; | ++i; | ||
} while (i < enemy_table["actors"].size); | } while (i < enemy_table["actors"].size); | ||
*actor_to_use = entry["name"]; | *actor_to_use = entry["name"]; | ||
return true; | return true; | ||
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return false; // cannot scale up | return false; // cannot scale up | ||
} | } | ||
if (actor_name.contains("Weapon")) { | if (actor_name.contains("Weapon")) { // 找到敵人後,手上的武器單獨處理 | ||
weapon_name = actor->getWeaponName(); | weapon_name = actor->getWeaponName(); | ||
modifier = actor->params["SharpWeaponJudgeType"]; | modifier = actor->params["SharpWeaponJudgeType"]; | ||
if (modifier == WeaponModifier::RandomBlue) | if (modifier == WeaponModifier::RandomBlue) | ||
modifier = get_random_blue_modifier(actor->getWeaponName()); // 抽獎 | |||
if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) { | if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) { | ||
actor->setProperty("SharpWeaponJudgeType", modifier_to_use); // 用找的 | |||
*actor_to_use = weapon_to_use; | |||
return true; // 有找到 | |||
} | } | ||
return false; // cannot scale up | return false; // cannot scale up // 沒找到 | ||
} | } | ||
</source> | </source> | ||
== | == 大數據 == | ||
精確的數值可以在這裡找到: | |||
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtml kill point, enemy scaling and weapon scaling tables] | * [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtml kill point, enemy scaling and weapon scaling tables] | ||
* | * [https://objmap.zeldamods.org 地圖裡也有]. | ||
This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily. | This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily. | ||
== | == 厄咒加儂 == | ||
厄咒加儂也有升級版,不過是依據的是另一個完全獨立的系統。 | |||
具體升級的內容是:神獸裡的厄咒加儂的血量是由玩家打死過多少別的加儂決定的。 | |||
<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 | <source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 | ||
{ | { | ||
const int baseHp = Enemy::getInitialHP(this); | const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) | ||
const int halfBaseHp = baseHp >> 1; | const int halfBaseHp = baseHp >> 1; // 除以 2(台) | ||
const bool dieGanonWind = hasFlag_Die_PGanonWind(0); | const bool dieGanonWind = hasFlag_Die_PGanonWind(0); // 打過風嗎? | ||
const bool dieGanonWater = hasFlag_Die_PGanonWater(0); | const bool dieGanonWater = hasFlag_Die_PGanonWater(0); // 打過水嗎? | ||
const bool dieGanonFire = hasFlag_Die_PGanonFire(0); | const bool dieGanonFire = hasFlag_Die_PGanonFire(0); // 打過火嗎? | ||
const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0); | const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0); // 打過雷嗎? | ||
const int flags = this->siteBossFlags & 0xFFFFFFFC; | const int flags = this->siteBossFlags & 0xFFFFFFFC; // 玩家在哪裡 | ||
int multiplier; | int multiplier; | ||
if ( flags == 4 ) | if ( flags == 4 ) // 城堡裡 | ||
multiplier = 3; | |||
else if ( flags == 8 ) | else if ( flags == 8 ) // 幻影空間 | ||
multiplier = 4; | |||
else | else | ||
multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric; | multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric; | ||
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}</source> | }</source> | ||
換句換說,玩家第一個擊倒的厄咒加儂的血量是 800,下一個 1200,再下一個 1600,最後一個 2000。 | |||
=== Special case 1: | === Special case 1: 城堡裡的厄咒加儂 === | ||
Castle blights have <code>IsRemainBoss</code> set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4. | Castle blights have <code>IsRemainBoss</code> set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4. | ||
城堡裡的厄咒加儂,不管是第幾隻,血量都是 800+3×400 = 2000。 | |||
打死城堡裡的厄咒加儂並不計入經驗值。(相應的計數器不會增加。) | |||
=== Special case 2: | === Special case 2: 幻影空間裡的厄咒加儂 === | ||
Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP. | Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP. | ||
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 | 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:}}]] |