Translations:Difficulty scaling/67/en

Revision as of 05:40, 11 May 2020 by FuzzyBot (talk | contribs) (Importing a new version from external source)
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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
}