Difficulty scaling: Difference between revisions

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Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.
Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.


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


The subsystem provides two functions ([[#ecosystemlevelsensorloadweaponinfo|<code>loadWeaponInfo</code>]] and [[#ecosystemlevelsensorloadactorinfo|<code>loadActorInfo</code>]]) that may be called when a weapon or enemy actor is loaded.
The subsystem provides two functions ([[#Ecosystem::LevelSensor::loadWeaponInfo|<code>loadWeaponInfo</code>]] and [[#Ecosystem::LevelSensor::loadActorInfo|<code>loadActorInfo</code>]]) that may be called when a weapon or enemy actor is loaded.


== Scaling inhibitors ==
== Scaling inhibitors ==
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