Difficulty scaling: Difference between revisions
→Bonus types: add bonus tiers
imported>Leoetlino (→The Data: update refs to object map) |
imported>Leoetlino (→Bonus types: add bonus tiers) |
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Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability. | Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability. | ||
"Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true ''and'' if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed. | {|class="wikitable" | ||
! Bonus !! Modifier tier | |||
|- | |||
|- | |||
| Attack up || Blue / Yellow | |||
|- | |||
| Durability up || Blue / Yellow | |||
|- | |||
| Long throw || Yellow | |||
|- | |||
| Multi-shot burst (bows) || Yellow | |||
|- | |||
| Quick shot (bows) || Yellow | |||
|- | |||
| AddSurfMaster || Yellow | |||
|- | |||
| Shield guard up || Blue / Yellow | |||
|- | |||
| Critical Hit || Blue | |||
|- | |||
| ZoomRapid || Yellow | |||
|} | |||
Note that "Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true ''and'' if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed. | |||
== Enemies == | == Enemies == |