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 ==
Anonymous user