等级系统

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Multi-shot burst (bows) 多发弓发数增加

经验值

等级系统是根据存档里的一个“经验值”系统决定的。只有怪物死掉可以获得经验值。(意即解神庙、解任务之类的事情不算。)

升级的计算过程

由于主线剧情会要求玩家杀怪,所以玩家或多或少都会累积经验值,并且相应地导致等级上升。

游戏的存档里会储存死了几只怪的计数器,有了计数之后 Ecosystem::LevelSensor 这个子系统会用 #Ecosystem::LevelSensor::calculatePoints 计算你的经验值。不同的怪会给你不同的经验,表格存在这里 #Ecosystem::LevelSensor::loadByml.

算出经验值之后,这个子系统会用这两个函数 #Ecosystem::LevelSensor::scaleWeapon#Ecosystem::LevelSensor::scaleActor 来决定敌人跟武器应该分别是什么等级。

阻止升级的情况

下面这个情况会导致敌人跟武器维持原样(总而言之就是林克在剑之考验里)。

  • WorldMgr::sInstance->stageType == 1 (Open World stage)
  • 且 WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
  • 且 WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)

另一种会跳过升级的情况是 map area 等于 28, 也就是林克位在 "HateruSea",野外的考验的塞哈特诺岛。

武器 

下面这些武器在生成的时候会呼叫它的 'scaleWeapon' 函数

  • 单独存在的武器: The actor property 'LevelSensorMode' is higher than 1 and it wasn't already picked up. 设定上可以升级而且还没被捡走
  • 宝箱里的武器: If SharpWeaponJudgeType is not 4, when AIDef:AI/TreasureBox initialises the drop actor. 同样是设定上允许升级
  • 西诺克斯脖子上的武器: The flag {MapName}_Necklace_{i}_{HinoxName}_{ID} is false.
  • 敌人手上的武器: 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' 庙里的守护者)].

注记:从 NPC 那里拿到的武器(阿卡莱古代研究所、英杰武器)不在上面的列表里,从而不升级。

武器加成

武器的加成有三个要素。 一是武器本身会被更新成更好的武器(骑士之剑 -> 王族之剑); 二是武器的攻击、防御、耐久等数值择一增加; 三是增加多少。

加成的方向

要往哪个方向加成(加攻击还是加耐久?还是别的?)是随机的, 每个可能的方向有同样的机率被选到。

加成的方向 Available in modifier tiers
Attack up 攻击力 Blue/White and Yellow
Durability up 耐久度提升 Blue/White and Yellow
Long throw 远距离投掷 Yellow
Multi-shot burst (bows) 多发弓发数增加 Yellow
Quick shot (bows) 速射 Yellow
AddSurfMaster Yellow
Shield guard up 防御力 Blue/White and Yellow
Critical Hit 最后爆击 Blue/White
ZoomRapid Yellow

蓝标、白标(Blue/White)是比较低阶的升级,标记成“某某某提升”。黄标(Yellow)是高阶的升级,标记成“某某某大提升”。以攻击力为例,蓝标可能会增加 10~20 的攻击力(攻击力提升 +14),而黄标会增加 20~30(攻击力大提升 +24)。

需注意的是:

  • 最后爆击 "Critical Hit" 只可能在 weaponCommonSharpWeaponAddCrit 是 true 且 加成的 tier 程度是 White/Blue (白色或蓝色的“提升”而不是黄色的“大提升”)时出现。 但是随著经验值的提升,所有武器的加成都会渐渐变成 Yellow (黄色的“大提升”),所以“最后爆击”在游戏后期就不会再出现。
  • AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.

加成的程度

武器加成多少(如攻击力应当提升多少)的数值来源于这个表 bgparamlist (with a copy of the information in ActorInfoData). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.

amiibo

加成的方向 加成的程度
None 不加成 -
Attack up 攻击力 addAtkMax
Durability up 耐久度提升 addLifeMax
Long throw 远距离投掷 addThrowMax
Multi-shot burst (bows) 多发弓发数增加 5-shot burst 五连发
Quick shot (bows) 速射 addRapidFireMin
AddSurfMaster GlobalParameter::shieldSurfMasterFrictionRatio
Shield guard up 防御力 addGuardMax

这段的意思是 amiibo 武器的加成都会是固定的值。譬如说,如果游戏决定增加攻击力,而且这个武器的攻击力最多 +20,那就会 +20。

非 amiibo

加成的方向 加成的程度
None 不加成 -
Attack up 攻击力 addAtkMin 到 addAtkMax 之间的随机数字
不过西诺克斯的 LevelSensorMode 属性并不控制他脖子上的武器如何升级(到头来是脖子上而不是手上)。总之,西诺克斯用的是另一个机制来决定脖子上的武器如何升级,而且这个机制可以绕过 'LevelSensorMode'。 addLifeMin 到 addLifeMax 之间的随机数字
Long throw 远距离投掷 addThrowMin 到 addThrowMax 之间的随机数字
Multi-shot burst (bows) 多发弓发数增加 5-shot burst 五连发
Quick shot (bows) 速射 addRapidFireMin 到 addRapidFireMax 之间的随机数字
AddSurfMaster GlobalParameter::shieldSurfMasterFrictionRatio
Shield guard up 防御力 addGuardMin 到 addGuardMax 之间的随机数字

这段的意思是非 amiibo 武器的加成都是随机的值。譬如说,如果游戏决定增加攻击力,而且这个武器的攻击力从 +10 到 +20 都有可能,那最后生成的武器就会是 10 到 20 之间的随机数字(应该是均匀分布)。

敌人

游戏在载入敌人时会根据一定的规则升级敌人。

不过 'LevelSensorMode' < 1 的时候所有敌人(跟武器)都不会升级。

注记:有些敌人本身是无法升级的(例如带冰、火、电的蜥蜴), 这仅仅是代表他们自身就已经是最高级了。 而他们手上的武器只要满足下列条件就可以升级:

  • 'LevelSensorMode' 非零且经验值足够高
  • 或是某个 flag 被强制写入应该升级 the modifier tier is overridden using 'SharpWeaponJudgeType'.

[1.3.0] 版本加入了大师模式。大师模式里所有敌人都会先验地提高一级。这个部分跟 'LevelSensorMode' 造成的升级互不冲突而且可以叠加。更精确的控制是由下面这些参数决定的

参数 预设值 Description
IsHardModeActor false 是否只在大师模式出现
DisableRankUpForHardMode false 在大师模式里是否避免升级

在大师模式里,某些敌人的 IsHardModeActor、DisableRankUpForHardMode、LevelSensorMode这三个参数会同时被游戏设计师手动调整。调整的目的是让大师模式的后期还是会存在低等级的怪物(例如台地南边有个红色小波)。

属性

LevelSensorMode

这个 actor 属性决定了一个武器或敌人会不会升级,一个敌人的 LevelSensorMode 属性同时控制了它手上的武器升不升级。

不过西诺克斯的 LevelSensorMode 属性并不控制他脖子上的武器如何升级(到头来是脖子上而不是手上)。总之,西诺克斯用的是另一个机制来决定脖子上的武器如何升级,而且这个机制可以绕过 'LevelSensorMode'。

SharpWeaponJudgeType

这个属性决定某个敌人或武器“至少”会被加成多少。 (意即:就算经验值不够还是会加成。)

map units 这类的地方,下面这些值记载了游戏打算如何加成武器。

Description
0 None: 不加成
1 RandomBlue: 可能是蓝标也可能是黄标,随机决定。 (with weaponCommonSharpWeaponPer being the probability).
2 Blue: 至少蓝/白标,按经验值往上加。
3 Yellow: 至少黄标。
4 NoneForced (限于宝箱): Weapon will never spawn with any modifiers. 宝箱的这个属性会抹去其他一切升级。

如果 scaling 处在打开状态的话,武器有可能因为经验值足够的关系被升到更高级。

经验值不够则维持原升级(不会降级)。

换句话说,就算是设成 0 ('None') 的武器也不是永远不升级了, 而是游戏开发者有意给玩家最低等级的武器。 只要玩家的经验值高过某个门槛,就会得到 Blue 蓝标加成,再高一点 Yellow 黄标加成。

升级的计算过程

Ecosystem::LevelSensor::loadByml

这个函数会被 Ecosystem::init 呼叫, 后者是被 ksys::InitializeApp 呼叫。

它的功用是载入 byml 档案 Ecosystem/LevelSensor.byml

Ecosystem::LevelSensor::calculatePoints

Called by PlacementMgr when spawning actors.

Calculates weapon and enemy scaling points using a list of flags and configuration values.

All flags that are referenced in the configuration file are of the form Defeated_%s_Num, but technically the configuration format allows for other flags to be specified.

Interestingly, the game calculates a single point value based on the kill counter flags but calculates two separate values for weapons and enemies with two different multipliers. This format makes it possible to easily change the scaling.

float points = 0.0;
for (kill_flag : this->byml["flag"])
    int kill_count = GameData::getIntegerFlag(kill_flag["name"]);
    points += kill_count * kill_flag["point"];

this->points = points;
this->weapon_points = points * this->byml["setting"].Level2WeaponPower;
this->enemy_points = points * this->byml["setting"].Level2EnemyPower;

In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.

Ecosystem::LevelSensor::scaleWeapon

Called from treasure chest code, enemy actors[check], Ecosystem::LevelSensor::scaleActor

Given a weapon name, its modifier and current point status, this function returns the weapon to actually spawn and the modifier to use (if possible).

If the algorithm fails to find an appropriate weapon that satisfies all conditions (point requirements, weapon series, modifier), the originally specified weapon and modifier will be used directly.

Pseudocode (1.0.0):

bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up,
                                         WeaponModifier required_modifier,
                                         const char** weapon_to_use_name,
                                         WeaponModifier* modifier_to_use,
                                         void* unknown)
{
  // some checks using 'unknown' here which seems to be a pointer to the actor
  //
  for (weapon_table : this->byml["weapon"]) {
    // find the first weapon entry for which the player has enough points
    // with the specified name and modifier
    i = -1;
    for (j = 0; j < weapon_table["actors"].size; ++j) {
      entry = weapon_table["actors"][j];
      float points_for_next_transition = entry["value"];
      //
      if (this->weapon_points > points_for_next_transition &&
          weapon_to_look_up == entry["name"] &&
          convert_to_modifier(entry["plus"]) == required_modifier) {
        i = j;
        break;
      }
    }
    //
    if (i == -1)
      continue;
    //
    do {
      entry = weapon_table["actors"][i];
      //
      // not_rank_up means there is no link between weapons;
      // this table is just used to look up modifiers.
      // so go down the list until there are no more entries for the requested weapon
      // or until we reach a modifier that requires more points.
      if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up)
        break;
      //
      // otherwise, just go down the list until we reach the end or a weapon which
      // requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal).
      if (this->weapon_points <= entry["value"])
        break;
      //
      ++i;
    } while (i < weapon_table["actors"].size);
    //
    *weapon_to_use_name = entry["name"];
    *modifier_to_use = convert_to_modifier(entry["plus"]);
    return true;
  }
  return false;  // cannot scale up
}

Ecosystem::LevelSensor::scaleActor

Analogous to LevelSensor::scaleWeapon.

Pseudocode (1.0.0):

if (actor->params["LevelSensorMode"] < 1)
  return false;
//
if (actor_name.contains("Enemy")) {
  for (enemy_table : this->byml["enemy"]) {
    i = -1;
    for (j = 0; j < enemy_table["actors"].size; ++j) {
      entry = enemy_table["actors"][j];
      if (entry["name"] == actor_name && this->enemy_points > entry["value"]) {
        i = j;
        break;
      }
    }
    //
    if (i == -1)
      continue;
    //
    do {
      entry = enemy_table["actors"][i];
      if (this->enemy_points <= entry["value"])
        break;
      ++i;
    } while (i < enemy_table["actors"].size);
    //
    *actor_to_use = entry["name"];
    return true;
  }
  return false;  // cannot scale up
}
//
if (actor_name.contains("Weapon")) {
  weapon_name = actor->getWeaponName();
  modifier = actor->params["SharpWeaponJudgeType"];
  if (modifier == WeaponModifier::RandomBlue)
    modifier = get_random_blue_modifier(actor->getWeaponName());
  //
  if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) {
    actor->setProperty("SharpWeaponJudgeType", modifier_to_use);
    *actor_to_use = weapon_to_use;
    return true;
  }
  return false;  // cannot scale up
}

The Data

To make things easier to understand, here are links to:

This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily.

Ganon Blights

Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in bgparamlist) and blight defeat flags.

__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4
{
  const int baseHp = Enemy::getInitialHP(this);
  const int halfBaseHp = baseHp >> 1;
  const bool dieGanonWind = hasFlag_Die_PGanonWind(0);
  const bool dieGanonWater = hasFlag_Die_PGanonWater(0);
  const bool dieGanonFire = hasFlag_Die_PGanonFire(0);
  const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0);
  const int flags = this->siteBossFlags & 0xFFFFFFFC;
  int multiplier;
  if ( flags == 4 )
    multiplier = 3;
  else if ( flags == 8 )
    multiplier = 4;
  else
    multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric;
  return baseHp + multiplier * halfBaseHp;
}

Effectively, this means that the first blight Link fights will have 800+0×400 = 800 HP, the second will have 800+1×400 = 1200 HP, the third 800+2×400 = 1600 HP and the last one 800+3×400 = 2000 HP.

Special case 1: Castle Blights

Castle blights have IsRemainBoss set to false in their root AI parameters (see AIDef:AI/SiteBossSpearRoot for example), which sets flag 4.

Thus, blights that are fought in the Castle always have 800+3×400 = 2000 HP regardless of story progression.

If flag 4 is set, the AIDef:Action/SiteBossDie code will NOT increment the "defeated" counter. This means castle blights do not give any scaling points.

Special case 2: DLC2 Blights

Illusory Realm blights possess the EnemySiteBoss_R actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.

Interestingly, the Windblight AI function relies doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be Enemy_SiteBoss_Bow_R.