Difficulty scaling: Difference between revisions

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== Overview ==
'''Difficulty scaling''' is a mechanic in ''Breath of the Wild'' that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.


Difficulty scaling in ''The Legend of Zelda: Breath of the Wild'' is based on a point system.
== Points ==


Killing enemies is the only way to receive points. Enemies and weapons will be progressively replaced by more powerful variants as the player gains more points.
The scaling system is based on a point system. Killing enemies is the ''only way'' to receive points.


Whenever an enemy dies, the game increments a flag 'Defeated_{SameGroupActorName}_Num'{{check}} if all of the following conditions are satisfied:
Whenever an enemy dies, the game increments a flag 'Defeated_{SameGroupActorName}_Num' if all of the following conditions are satisfied:


* The current kill count is < 10.
* The current kill count is < 10.
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== Ganon Blights ==
== Ganon Blights ==


Their health is determined from the base HP (set in GeneralParamList) and from blight defeat flags.
Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in GeneralParamList) and blight defeat flags.


<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4
<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4
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