Translations:Difficulty scaling/8/en: Difference between revisions
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(Importing a new version from external source) |
(Importing a new version from external source) |
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* '''For Hinox weapons''': The flag <code>{MapName}_Necklace_{i}_{HinoxName}_{ID}</code> is false. | * '''For Hinox weapons''': The flag <code>{MapName}_Necklace_{i}_{HinoxName}_{ID}</code> is false. | ||
* '''For other enemy drops''': 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')]. | * '''For other enemy drops''': 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')]. | ||
Latest revision as of 09:14, 11 May 2020
Weapons
'scaleWeapon' is called (i.e. weapons may be scaled) for a weapon if:
- For standalone weapons: The actor property 'LevelSensorMode' is higher than 1 and it wasn't already picked up.
- For treasure chest drops: If SharpWeaponJudgeType is not 4, when AIDef:AI/TreasureBox initialises the drop actor.
- For Hinox weapons: The flag
{MapName}_Necklace_{i}_{HinoxName}_{ID}
is false. - For other enemy drops: The flag
{MapName}_WeaponDrop_{ID}
is false, and [the actor property 'LevelSensorMode' is higher than 1 or the enemy is a Guardian Scout ('Enemy_Guardian_Mini')].