Page history
11 May 2020
Created page with "Critical Hit 最後爆擊"
+13
Created page with "Shield guard up 防禦力"
+10
Created page with "Quick shot (bows) 速射"
+7
Created page with "Multi-shot burst (bows) 多發弓發數增加"
+22
Created page with "Long throw 遠距離投擲"
+16
Created page with "Durability up 耐久度提升"
+16
Created page with "Attack up 攻擊力"
+10
Created page with "加成的方向"
+10
Created page with "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。"
+38
Created page with "=== 加成的方向 ==="
+4
Created page with "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、耐久等數值擇一..."
−5
Created page with "== 武器加成 =="
−2
Created page with "註記:從 NPC 那裡拿到的武器(阿卡莱古代研究所、英傑武器)不在上面的列表裡,從而不升級。"
+9
Created page with "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 '''and''' it was..."
+103
Created page with "== 武器 =="
Created page with "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 == 1 (Open World stage) * 且 WorldM..."
+3
Created page with "== 阻止升級的情況 =="
+3
Created page with "算出經驗值之後,這個子系統會用這兩個函數 #Ecosystem::LevelSensor::scaleWeapon 跟 #Ecosystem::LevelSensor::scaleActor 來決定敵人跟武器應..."
−68
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 Ecosystem::LevelSensor 這個子系統會用 #Ecosystem::LevelSensor::calculatePoints 計算你..."
−29
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,並且相應地導致等級上升。"
−10
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..."
+215
Created page with "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、解任務之類的事情不算。)"
+70
Created page with "== 經驗值 =="
+3
Created page with "'''Difficulty scaling'''(等級系統)是曠野之息用來控制敵人跟武器等級的一個機制。你會注意到,在遊玩的過程中,同一個地點的敵人..."
+90
Created page with "等級系統"
+16,329