LevelSensor.byml: Difference between revisions
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{{resloc|path=Ecosystem/LevelSensor.byml|locations=[[Bootup.pack]]}} | {{resloc|path=Ecosystem/LevelSensor.byml|locations=[[Bootup.pack]]}} | ||
'''LevelSensor.byml''' is the main configuration file for the LevelSensor subsystem (which handles parts of [[difficulty scaling]]). | '''LevelSensor.byml''' is the main configuration file for the LevelSensor subsystem (which handles parts of [[difficulty scaling]]). All information related to difficulty (enemy and weapon) scaling is stored in this configuration file. The file format is [[BYML]]. | ||
</onlyinclude> | </onlyinclude> | ||
== Contents == | |||
Human-readable versions dumped from [[Renotesfiles:game files/1.0.0 LevelSensor.yml|1.0.0]] and [[Renotesfiles:game files/1.5.0 LevelSensor.yml|1.5.0]] are included in the [https://github.com/leoetlino/botw-re-notes botw-re-notes] repo. A [[Renotesfiles:game files/1.0.0 1.5.0 LevelSensor.yml.diff|diff between 1.0.0 and 1.5.0]] is also provided in the repo. | |||
[1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.) | [1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.) | ||
=== <code>WeaponModifier</code> (s32 enum) === | |||
There are three possible values for <code>weapons[].actors[].plus</code> in the config: | |||
{| class="wikitable" | |||
! Value | |||
! Description | |||
|- | |||
| -1 | |||
| '''None''': Weapon will receive no modifiers. | |||
|- | |||
| 0 | |||
| '''Blue''': Weapon will receive blue modifiers, also referred to as 'SharpWeapon' in other strings. | |||
|- | |||
| 1 | |||
| '''Yellow''': Weapon will receive yellow modifiers, also referred to as 'PoweredSharpWeapon' in other strings. | |||
|} | |||
[[Category:Content (BotW)]] | [[Category:Content (BotW)]] |
Revision as of 22:53, 21 October 2018
This resource is found in Bootup.pack.
Its canonical resource path is "Ecosystem/LevelSensor.byml".
LevelSensor.byml is the main configuration file for the LevelSensor subsystem (which handles parts of difficulty scaling). All information related to difficulty (enemy and weapon) scaling is stored in this configuration file. The file format is BYML.
Contents
Human-readable versions dumped from 1.0.0 and 1.5.0 are included in the botw-re-notes repo. A diff between 1.0.0 and 1.5.0 is also provided in the repo.
[1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.)
WeaponModifier
(s32 enum)
There are three possible values for weapons[].actors[].plus
in the config:
Value | Description |
---|---|
-1 | None: Weapon will receive no modifiers. |
0 | Blue: Weapon will receive blue modifiers, also referred to as 'SharpWeapon' in other strings. |
1 | Yellow: Weapon will receive yellow modifiers, also referred to as 'PoweredSharpWeapon' in other strings. |