User contributions for Leoetlino
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11 May 2020
- 12:4012:40, 11 May 2020 diff hist +76 等級系統 Created page with "呼叫時給定一個武器的名字、預設的加成(至少多少)、跟目前玩家的經驗值。然後這個函數會回傳一個武器名稱(可能跟給定的不..."
- 12:4012:40, 11 May 2020 diff hist +225 N Translations:Difficulty scaling/373/zh Created page with "呼叫時給定一個武器的名字、預設的加成(至少多少)、跟目前玩家的經驗值。然後這個函數會回傳一個武器名稱(可能跟給定的不..." current
- 12:4012:40, 11 May 2020 diff hist +38 等級系統 Created page with "它負責處理武器的升級。有三個東西會呼叫它:寶箱、敵人{{Check}}、 <code>Ecosystem::LevelSensor::scaleActor</code>。"
- 12:4012:40, 11 May 2020 diff hist +141 N Translations:Difficulty scaling/372/zh Created page with "它負責處理武器的升級。有三個東西會呼叫它:寶箱、敵人{{Check}}、 <code>Ecosystem::LevelSensor::scaleActor</code>。"
- 12:4012:40, 11 May 2020 diff hist −78 等級系統 Created page with "就我們能看到的部分,任天堂從來沒有調整過這兩個數值。"
- 12:4012:40, 11 May 2020 diff hist +78 N Translations:Difficulty scaling/370/zh Created page with "就我們能看到的部分,任天堂從來沒有調整過這兩個數值。" current
- 12:3912:39, 11 May 2020 diff hist +75 等級系統 Created page with "this->points = points; // 原始經驗值 this->weapon_points = points * this->byml["setting"].Level2WeaponPower; // 換算成武器用分數 this->enemy_points = points * thi..."
- 12:3912:39, 11 May 2020 diff hist +249 N Translations:Difficulty scaling/369/zh Created page with "this->points = points; // 原始經驗值 this->weapon_points = points * this->byml["setting"].Level2WeaponPower; // 換算成武器用分數 this->enemy_points = points * thi..." current
- 12:3912:39, 11 May 2020 diff hist +58 等級系統 Created page with "<source lang="c++"> float points = 0.0; for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 int kill_count = GameData::getIntegerFlag(kill_flag["name"]); poin..."
- 12:3912:39, 11 May 2020 diff hist +247 N Translations:Difficulty scaling/368/zh Created page with "<source lang="c++"> float points = 0.0; for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 int kill_count = GameData::getIntegerFlag(kill_flag["name"]); poin..." current
- 12:3912:39, 11 May 2020 diff hist +44 等級系統 Created page with "有趣的是,遊戲利用殺敵數計算經驗值時,會把一個「原始經驗值」轉化成「用在武器升級的經驗值」跟「用在敵人升級的經驗值」..."
- 12:3912:39, 11 May 2020 diff hist +282 N Translations:Difficulty scaling/367/zh Created page with "有趣的是,遊戲利用殺敵數計算經驗值時,會把一個「原始經驗值」轉化成「用在武器升級的經驗值」跟「用在敵人升級的經驗值」..." current
- 12:3912:39, 11 May 2020 diff hist +13 等級系統 Created page with "遊戲到目前為止都只用殺敵數 <code>Defeated_%s_Num</code> 來計算經驗值並以此推測升級程度,但是從程式設計的角度來說可以用別的東西..."
- 12:3912:39, 11 May 2020 diff hist +195 N Translations:Difficulty scaling/366/zh Created page with "遊戲到目前為止都只用殺敵數 <code>Defeated_%s_Num</code> 來計算經驗值並以此推測升級程度,但是從程式設計的角度來說可以用別的東西..." current
- 12:3912:39, 11 May 2020 diff hist −12 等級系統 Created page with "它會用各種表格跟各種經驗值計算武器或敵人要升級多少。"
- 12:3912:39, 11 May 2020 diff hist +78 N Translations:Difficulty scaling/365/zh Created page with "它會用各種表格跟各種經驗值計算武器或敵人要升級多少。" current
- 12:3912:39, 11 May 2020 diff hist +64 等級系統 Created page with "每當遊戲生成 actors 時,PlacementMgr 會呼叫這個函數。(actor 可以是武器或是敵人)"
- 12:3912:39, 11 May 2020 diff hist +112 N Translations:Difficulty scaling/364/zh Created page with "每當遊戲生成 actors 時,PlacementMgr 會呼叫這個函數。(actor 可以是武器或是敵人)" current
- 12:3812:38, 11 May 2020 diff hist 0 等級系統 Created page with "它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。"
- 12:3812:38, 11 May 2020 diff hist +67 N Translations:Difficulty scaling/362/zh Created page with "它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。" current
- 12:3812:38, 11 May 2020 diff hist −926 等級系統 Created page with "這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。"
- 12:3812:38, 11 May 2020 diff hist +113 N Translations:Difficulty scaling/361/zh Created page with "這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。" current
- 12:3812:38, 11 May 2020 diff hist +4 等級系統 Created page with "== 升級的計算過程 =="
- 12:3812:38, 11 May 2020 diff hist +27 N Translations:Difficulty scaling/359/zh Created page with "== 升級的計算過程 ==" current
- 12:3712:37, 11 May 2020 diff hist −7 等級系統 Created page with "換句話說,就算是設成 0 ('None') 的武器也不是永遠不升級了, 而是遊戲開發者有意給玩家最低等級的武器。 只要玩家的經驗值高過..."
- 12:3712:37, 11 May 2020 diff hist +256 N Translations:Difficulty scaling/358/zh Created page with "換句話說,就算是設成 0 ('None') 的武器也不是永遠不升級了, 而是遊戲開發者有意給玩家最低等級的武器。 只要玩家的經驗值高過..." current
- 12:3712:37, 11 May 2020 diff hist −19 等級系統 Created page with "經驗值不夠則維持原升級(不會降級)。"
- 12:3712:37, 11 May 2020 diff hist +54 N Translations:Difficulty scaling/357/zh Created page with "經驗值不夠則維持原升級(不會降級)。" current
- 12:3712:37, 11 May 2020 diff hist −3 等級系統 Created page with "如果 scaling 處在打開狀態的話,武器有可能因為經驗值足夠的關係被升到更高級。"
- 12:3712:37, 11 May 2020 diff hist +147 N Translations:Difficulty scaling/356/zh Created page with "如果 scaling 處在打開狀態的話,武器有可能因為經驗值足夠的關係被升到更高級。" current
- 12:3512:35, 11 May 2020 diff hist +17 等級系統 Created page with "'''NoneForced''' (限於寶箱): Weapon will ''never'' spawn with any modifiers. 寶箱的這個屬性會抹去其他一切升級。"
- 12:3512:35, 11 May 2020 diff hist +132 N Translations:Difficulty scaling/355/zh Created page with "'''NoneForced''' (限於寶箱): Weapon will ''never'' spawn with any modifiers. 寶箱的這個屬性會抹去其他一切升級。"
- 12:3412:34, 11 May 2020 diff hist −28 等級系統 Created page with "'''Yellow''': 至少黃標。"
- 12:3412:34, 11 May 2020 diff hist +29 N Translations:Difficulty scaling/354/zh Created page with "'''Yellow''': 至少黃標。" current
- 12:3412:34, 11 May 2020 diff hist +4 等級系統 Created page with "'''Blue''': 至少藍/白標,按經驗值往上加。"
- 12:3412:34, 11 May 2020 diff hist +57 N Translations:Difficulty scaling/353/zh Created page with "'''Blue''': 至少藍/白標,按經驗值往上加。" current
- 12:3412:34, 11 May 2020 diff hist +3 等級系統 Created page with "'''RandomBlue''': 可能是藍標也可能是黃標,隨機決定。 (with <code>weaponCommonSharpWeaponPer</code> being the probability)."
- 12:3412:34, 11 May 2020 diff hist +140 N Translations:Difficulty scaling/352/zh Created page with "'''RandomBlue''': 可能是藍標也可能是黃標,隨機決定。 (with <code>weaponCommonSharpWeaponPer</code> being the probability)."
- 12:3412:34, 11 May 2020 diff hist −4 等級系統 Created page with "'''None''': 不加成"
- 12:3412:34, 11 May 2020 diff hist +21 N Translations:Difficulty scaling/351/zh Created page with "'''None''': 不加成" current
- 12:3312:33, 11 May 2020 diff hist −2 等級系統 Created page with "值"
- 12:3312:33, 11 May 2020 diff hist +3 N Translations:Difficulty scaling/349/zh Created page with "值" current
- 12:3312:33, 11 May 2020 diff hist +1 等級系統 Created page with "在 map units 這類的地方,下面這些值記載了遊戲打算如何加成武器。"
- 12:3312:33, 11 May 2020 diff hist +102 N Translations:Difficulty scaling/348/zh Created page with "在 map units 這類的地方,下面這些值記載了遊戲打算如何加成武器。" current
- 12:3312:33, 11 May 2020 diff hist +285 等級系統 Created page with "=== <code>SharpWeaponJudgeType</code> === 這個屬性決定某個敵人或武器「至少」會被加成多少。 (意即:就算經驗值不夠還是會加成。)"
- 12:3312:33, 11 May 2020 diff hist +169 N Translations:Difficulty scaling/347/zh Created page with "=== <code>SharpWeaponJudgeType</code> === 這個屬性決定某個敵人或武器「至少」會被加成多少。 (意即:就算經驗值不夠還是會加成。)" current
- 12:3312:33, 11 May 2020 diff hist +57 等級系統 Created page with "不過西諾克斯的 LevelSensorMode 屬性並不控制他脖子上的武器如何升級(到頭來是脖子上而不是手上)。總之,西諾克斯用的是另一個..."
- 12:3312:33, 11 May 2020 diff hist +272 N Translations:Difficulty scaling/346/zh Created page with "不過西諾克斯的 LevelSensorMode 屬性並不控制他脖子上的武器如何升級(到頭來是脖子上而不是手上)。總之,西諾克斯用的是另一個..." current
- 12:3312:33, 11 May 2020 diff hist −35 等級系統 Created page with "=== <code>LevelSensorMode</code> === 這個 actor 屬性決定了一個武器或敵人會不會升級,一個敵人的 LevelSensorMode 屬性同時控制了它手上的..."
- 12:3312:33, 11 May 2020 diff hist +194 N Translations:Difficulty scaling/345/zh Created page with "=== <code>LevelSensorMode</code> === 這個 actor 屬性決定了一個武器或敵人會不會升級,一個敵人的 LevelSensorMode 屬性同時控制了它手上的..." current