Difficulty scaling/zh: Difference between revisions

Created page with "由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值,並且相應地導致等級上升。"
(Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布...")
(Created page with "由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值,並且相應地導致等級上升。")
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需要注意的是只要有''任何''敵人死掉,不管死法,也不管是不是林克親手殺的,遊戲都會試圖增加計數器。下面會講到哪些情況下不會算。
需要注意的是只要有''任何''敵人死掉,不管死法,也不管是不是林克親手殺的,遊戲都會試圖增加計數器。下面會講到哪些情況下不會算。


Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.
由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值,並且相應地導致等級上升。


Only the defeated counter flags are stored in the save file. The <code>Ecosystem::LevelSensor</code> subsystem is responsible for [[Difficulty scaling#Ecosystem::LevelSensor::calculatePoints|converting these kill counts to points]] using a [[Difficulty scaling#Ecosystem::LevelSensor::loadByml|configuration file]].
Only the defeated counter flags are stored in the save file. The <code>Ecosystem::LevelSensor</code> subsystem is responsible for [[Difficulty scaling#Ecosystem::LevelSensor::calculatePoints|converting these kill counts to points]] using a [[Difficulty scaling#Ecosystem::LevelSensor::loadByml|configuration file]].