Difficulty scaling: Difference between revisions
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In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau). | In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau). | ||
== <code>LevelSensorMode</code> == | == Properties == | ||
=== <code>LevelSensorMode</code> === | |||
This actor property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since 'loadWeaponInfo' is called when an enemy drops their weapon. | This actor property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since 'loadWeaponInfo' is called when an enemy drops their weapon. | ||
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Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'. | Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'. | ||
== <code>SharpWeaponJudgeType</code> == | === <code>SharpWeaponJudgeType</code> === | ||
This actor property controls the ''minimum'' modifier tier that a weapon can receive. Type: [[#weaponmodifier-s32-enum|<code>enum WeaponModifier</code>]]. | This actor property controls the ''minimum'' modifier tier that a weapon can receive. Type: [[#weaponmodifier-s32-enum|<code>enum WeaponModifier</code>]]. | ||
If [[# | If [[#LevelSensorMode|scaling]] is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met. | ||
Otherwise, the weapon will get modifiers from exactly the specified tier. | Otherwise, the weapon will get modifiers from exactly the specified tier. | ||
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For example, 0 ('None') doesn't mean a weapon will never receive a modifier. It just means that the developers haven't forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers. | For example, 0 ('None') doesn't mean a weapon will never receive a modifier. It just means that the developers haven't forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers. | ||
== <code>WeaponModifier</code> == | === <code>WeaponModifier</code> === | ||
=== <code>BymlWeaponModifier</code> (s32 enum) === | ==== <code>BymlWeaponModifier</code> (s32 enum) ==== | ||
There are three possible values for <code>weapons[].actors[].plus</code> in the LevelSensor config: | There are three possible values for <code>weapons[].actors[].plus</code> in the LevelSensor config: | ||
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|} | |} | ||
=== <code>WeaponModifier</code> (s32 enum) === | ==== <code>WeaponModifier</code> (s32 enum) ==== | ||
Internally and in other assets such as mubin map files, the following values are used instead: | Internally and in other assets such as mubin map files, the following values are used instead: | ||
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|} | |} | ||
== <code>Ecosystem::LevelSensor::loadByml</code> == | == Scaling algorithm == | ||
=== <code>Ecosystem::LevelSensor::loadByml</code> === | |||
Called by <code>Ecosystem::init</code> from <code>ksys::InitializeApp</code> | Called by <code>Ecosystem::init</code> from <code>ksys::InitializeApp</code> | ||
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[1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.) | [1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.) | ||
== <code>Ecosystem::LevelSensor::calculatePoints</code> == | === <code>Ecosystem::LevelSensor::calculatePoints</code> === | ||
Called when loading actors | Called when loading actors | ||
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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. | 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. | ||
== <code>Ecosystem::LevelSensor::loadWeaponInfo</code> == | === <code>Ecosystem::LevelSensor::loadWeaponInfo</code> === | ||
Called from treasure chest code, enemy actors (?), <code>Ecosystem::LevelSensor::loadActorInfo</code> | Called from treasure chest code, enemy actors (?), <code>Ecosystem::LevelSensor::loadActorInfo</code> | ||
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</source> | </source> | ||
== <code>Ecosystem::LevelSensor::loadActorInfo</code> == | === <code>Ecosystem::LevelSensor::loadActorInfo</code> === | ||
Analogous to <code>LevelSensor::loadWeaponInfo</code>. | Analogous to <code>LevelSensor::loadWeaponInfo</code>. |