All public logs
Jump to navigation
Jump to search
Combined display of all available logs of ZeldaMods (Breath of the Wild). You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/51/zh (Created page with " *actor_to_use = entry["name"]; return true; } return false; // cannot scale up }")
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/50/zh (Created page with " do { entry = enemy_table["actors"][i]; if (this->enemy_points <= entry["value"]) break; // 有找到就枚舉到經驗值最高又符合條件的...")
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/49/zh (Created page with " if (i == -1) continue; // 找不到換下一個")
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/48/zh (Created page with " 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["...")
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/47/zh (Created page with " Pseudocode (1.0.0): <source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false;")
- 02:23, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/46/zh (Created page with " === <code>Ecosystem::LevelSensor::scaleActor</code> === 處理敵人的升級。方法跟上面 <code>LevelSensor::scaleWeapon</code> 處理武器的升級類似。")
- 02:22, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/45/zh (Created page with " *weapon_to_use_name = entry["name"]; *modifier_to_use = convert_to_modifier(entry["plus"]); return true; // 有找到 } return false; // cannot scale up //...")
- 02:22, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/44/zh (Created page with " ++i; } while (i < weapon_table["actors"].size);")
- 02:22, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/43/zh (Created page with " // 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)...")
- 02:22, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/42/zh (Created page with " // 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 entri...")
- 02:22, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/41/zh (Created page with " do { // 已知找到一個的情況下,試圖找更多 entry = weapon_table["actors"][i];")
- 02:21, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/40/zh (Created page with " if (i == -1) continue; // 找不到就試下一個")
- 02:21, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/39/zh (Created page with " if (this->weapon_points > points_for_next_transition && // 你的經驗值夠 weapon_to_look_up == entry["name"] && // 武器的名字是對的 ...")
- 02:21, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/38/zh (Created page with " for (weapon_table : this->byml["weapon"]) { // find the first weapon entry for which the player has enough points // with the specified name and modifier // 不...")
- 02:21, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/37/zh (Created page with "Pseudocode (1.0.0): <source lang="c++"> bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器 ...")
- 02:21, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/36/zh (Created page with "如果函數找半天找不到滿足給定的條件武器、加成,遊戲就會用預設的武器、預設的加成。(程式碼裡最後的 return false 會處理所有...")
- 02:20, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/35/zh (Created page with "呼叫時給定一個武器的名字、預設的加成(至少多少)、跟目前玩家的經驗值。然後這個函數會回傳一個武器名稱(可能跟給定的不...")
- 02:20, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/34/zh (Created page with "=== <code>Ecosystem::LevelSensor::scaleWeapon</code> === 它負責處理武器的升級。有三個東西會呼叫它:寶箱、敵人{{Check}}、 <code>Ecosystem::LevelSens...")
- 02:20, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/33/zh (Created page with " this->points = points; // 原始經驗值 this->weapon_points = points * this->byml["setting"].Level2WeaponPower; // 換算成武器用分數 this->enemy_points = points * th...")
- 02:20, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/32/zh (Created page with "有趣的是,遊戲利用殺敵數計算經驗值時,會把一個「原始經驗值」轉化成「用在武器升級的經驗值」跟「用在敵人升級的經驗值」...")
- 02:19, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/31/zh (Created page with "遊戲到目前為止都只用殺敵數 <code>Defeated_%s_Num</code> 來計算經驗值並以此推測升級程度,但是從程式設計的角度來說可以用別的東西...")
- 02:18, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/30/zh (Created page with " 它會用各種表格跟各種經驗值計算武器或敵人要升級多少。")
- 02:18, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/29/zh (Created page with " === <code>Ecosystem::LevelSensor::calculatePoints</code> === 每當遊戲生成 actors 時,PlacementMgr 會呼叫這個函數。(actor 可以是武器或是敵人)")
- 02:18, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/28/zh (Created page with " 它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。")
- 02:18, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/27/zh (Created page with " === <code>Ecosystem::LevelSensor::loadByml</code> === 這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。")
- 02:17, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/26/zh (Created page with " == 升級的計算過程 ==")
- 02:16, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/25/zh (Created page with " 換句話說,就算是設成 0 ('None') 的武器也不是永遠不升級了, 而是遊戲開發者有意給玩家最低等級的武器。 只要玩家的經驗值高過...")
- 02:16, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/24/zh (Created page with "經驗值不夠則維持原升級(不會降級)。")
- 02:15, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/23/zh (Created page with "如果 scaling 處在打開狀態的話,武器有可能因為經驗值足夠的關係被升到更高級。經驗值不夠則維持原...")
- 02:15, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/22/zh (Created page with " 在 map units 這類的地方,下面這些值記載了遊戲打算如何加成武器。 {| class="wikitable" ! Value !Description |- | 0 | '''None''': No modi...")
- 02:14, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/21/zh (Created page with " === <code>SharpWeaponJudgeType</code> === 這個屬性決定某個敵人或武器「至少」會被加成多少。 (意即:就算經驗值不夠還是會加成。)")
- 02:14, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/20/zh (Created page with " 不過西諾克斯的 LevelSensorMode 屬性並不控制他脖子上的武器如何升級(到頭來是脖子上而不是手上)。總之,西諾克斯用的是另一個...")
- 02:13, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/19/zh (Created page with "=== <code>LevelSensorMode</code> === 這個屬性決定了一個武器或敵人會不會升級,一個敵人的 LevelSensorMode 屬性同時控制了它手上的武器升不...")
- 02:12, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/18/zh (Created page with "== 屬性 ==")
- 02:12, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/17/zh (Created page with " 註記:有些敵人本身是無法升級的(例如帶冰、火、電的蜥蜴), 這僅僅是代表他們自身就已經是最高級了。 而他們手上的武器只...")
- 02:03, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/16/zh (Created page with " 不過 'LevelSensorMode' < 1 的時候所有敵人(跟武器)都不會升級")
- 02:03, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/15/zh (Created page with " == 敵人 == 遊戲在載入敵人時會根據一定的規則升級敵人。")
- 02:02, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/14/zh (Created page with " 需注意的是,最後爆擊 "Critical Hit" 只可能在 weaponCommonSharpWeaponAddCrit 是 true ''且'' 加成的 tier 程度是 White/Blue (白色或藍色的「提升...")
- 01:59, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/13/zh (Created page with "{|class="wikitable" ! Bonus !! Available in modifier tiers |- |- | Attack up 攻擊力 || Blue/White and Yellow |- | Durability up 耐久度 || Blue/White and Yellow |- | Lon...")
- 01:50, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/12/zh (Created page with "=== 加成的方向 === 要往哪個方向加成(加攻擊還是加耐久?還是別的?)是隨機的, 每個可能的方向有同樣的機率被選到。")
- 01:49, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/11/zh (Created page with "==== 非 amiibo ==== {|class="wikitable" ! Bonus !! Value that is used for the bonus effect |- | None 不加成 || - |- | Attack up 攻擊力提升 || Random integer between...")
- 01:47, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/10/zh (Created page with "==== amiibo ==== {|class="wikitable" ! Bonus !! Value that is used for the bonus effect |- | None 不加成 || - |- | Attack up 攻擊力提升 || addAtkMax |- | Durability up...")
- 01:46, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/9/zh (Created page with "== 武器加成 == 武器的加成有三個要素。 一是武器本身會被更新成更好的武器(騎士之劍 -> 王族之劍); 二是武器的攻擊、防禦、...")
- 01:45, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/8/zh (Created page with "== 武器 == 下面這些武器在生成的時候會呼叫它的 'scaleWeapon' 函數 * '''單獨存在的武器''': The actor property 'LevelSensorMode' is higher than 1 '...")
- 01:42, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/7/zh (Created page with "== 阻止升級的情況 == 下面這個情況會導致敵人跟武器維持原樣(總而言之就是林克在劍之考驗裡)。 * WorldMgr::sInstance->stageType =...")
- 01:41, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/6/zh (Created page with "算出經驗值之後,這個子系統會用這兩個函數 Difficulty scaling 跟 Difficulty scaling#Ecosystem::LevelSensor::scaleA...")
- 01:41, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/5/zh (Created page with "遊戲的存檔裡會儲存死了幾隻怪的計數器,有了計數之後 <code>Ecosystem::LevelSensor</code> 這個子系統會用 Difficulty scaling#Ecosystem::LevelSens...")
- 01:40, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/4/zh (Created page with "由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值。")
- 01:40, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/3/zh (Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布...")
- 01:37, 11 May 2020 Simple talk contribs created page Translations:Difficulty scaling/2/zh (Created page with "== 經驗值 == 等級系統是根據存檔裡的一個「經驗值」系統決定的。''只有''怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的...")