User contributions for Leoetlino
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11 May 2020
- 12:4212:42, 11 May 2020 diff hist −28 等級系統 Created page with "城堡裡的厄咒加儂,不管是第幾隻,血量都是 800+3×400 = 2000。"
- 12:4212:42, 11 May 2020 diff hist +81 N Translations:Difficulty scaling/389/zh Created page with "城堡裡的厄咒加儂,不管是第幾隻,血量都是 800+3×400 = 2000。" current
- 12:4212:42, 11 May 2020 diff hist +125 等級系統 Created page with "=== Special case 1: 城堡裡的厄咒加儂 ==="
- 12:4212:42, 11 May 2020 diff hist +48 N Translations:Difficulty scaling/387/zh Created page with "=== Special case 1: 城堡裡的厄咒加儂 ===" current
- 12:4212:42, 11 May 2020 diff hist −74 等級系統 Created page with "換句換說,玩家第一個擊倒的厄咒加儂的血量是 800,下一個 1200,再下一個 1600,最後一個 2000。"
- 12:4212:42, 11 May 2020 diff hist +127 N Translations:Difficulty scaling/386/zh Created page with "換句換說,玩家第一個擊倒的厄咒加儂的血量是 800,下一個 1200,再下一個 1600,最後一個 2000。" current
- 12:4212:42, 11 May 2020 diff hist +172 等級系統 Created page with "<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 { const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) const int halfBa..."
- 12:4212:42, 11 May 2020 diff hist +870 N Translations:Difficulty scaling/385/zh Created page with "<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 { const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) const int halfBa..." current
- 12:4112:41, 11 May 2020 diff hist −2 等級系統 Created page with "厄咒加儂也有升級版,不過是依據的是另一個完全獨立的系統。 具體升級的內容是:神獸裡的厄咒加儂的血量是由玩家打死過多少別..."
- 12:4112:41, 11 May 2020 diff hist +196 N Translations:Difficulty scaling/384/zh Created page with "厄咒加儂也有升級版,不過是依據的是另一個完全獨立的系統。 具體升級的內容是:神獸裡的厄咒加儂的血量是由玩家打死過多少別..." current
- 12:4112:41, 11 May 2020 diff hist −1 等級系統 Created page with "== 厄咒加儂 =="
- 12:4112:41, 11 May 2020 diff hist +18 N Translations:Difficulty scaling/383/zh Created page with "== 厄咒加儂 ==" current
- 12:4112:41, 11 May 2020 diff hist −41 等級系統 Created page with "精確的數值可以在這裡找到: * [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtm..."
- 12:4112:41, 11 May 2020 diff hist +415 N Translations:Difficulty scaling/382/zh Created page with "精確的數值可以在這裡找到: * [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtm..." current
- 12:4012:40, 11 May 2020 diff hist +1 等級系統 Created page with "== 大數據 =="
- 12:4012:40, 11 May 2020 diff hist +15 N Translations:Difficulty scaling/381/zh Created page with "== 大數據 ==" current
- 12:4012:40, 11 May 2020 diff hist +1,139 等級系統 Created page with "<source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1;..."
- 12:4012:40, 11 May 2020 diff hist +1,407 N Translations:Difficulty scaling/380/zh Created page with "<source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1;..." current
- 12:4012:40, 11 May 2020 diff hist +57 等級系統 Created page with "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。"
- 12:4012:40, 11 May 2020 diff hist +108 N Translations:Difficulty scaling/378/zh Created page with "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。" current
- 12:4012:40, 11 May 2020 diff hist +775 等級系統 Created page with "<source lang="c++"> bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器 ..."
- 12:4012:40, 11 May 2020 diff hist +2,762 N Translations:Difficulty scaling/376/zh Created page with "<source lang="c++"> bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器 ..." current
- 12:4012:40, 11 May 2020 diff hist +6 等級系統 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..."
- 12:4012:40, 11 May 2020 diff hist +203 N Translations:Difficulty scaling/374/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..." current
- 12:4012:40, 11 May 2020 diff hist +76 等級系統 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..."
- 12:4012:40, 11 May 2020 diff hist +225 N Translations:Difficulty scaling/373/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..." current
- 12:4012:40, 11 May 2020 diff hist +38 等級系統 Created page with "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::LevelSensor::scaleActor</code>。"
- 12:4012:40, 11 May 2020 diff hist +141 N Translations:Difficulty scaling/372/zh Created page with "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::LevelSensor::scaleActor</code>。"
- 12:4012:40, 11 May 2020 diff hist −78 等級系統 Created page with "就我們能看到的部分,任天堂從來沒有調整過這兩個數值。"
- 12:4012:40, 11 May 2020 diff hist +78 N Translations:Difficulty scaling/370/zh Created page with "就我們能看到的部分,任天堂從來沒有調整過這兩個數值。" current
- 12:3912:39, 11 May 2020 diff hist +75 等級系統 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 * thi..."
- 12:3912:39, 11 May 2020 diff hist +249 N Translations:Difficulty scaling/369/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 * thi..." current
- 12:3912:39, 11 May 2020 diff hist +58 等級系統 Created page with "<source lang="c++"> float points = 0.0; for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 int kill_count = GameData::getIntegerFlag(kill_flag["name"]); poin..."
- 12:3912:39, 11 May 2020 diff hist +247 N Translations:Difficulty scaling/368/zh Created page with "<source lang="c++"> float points = 0.0; for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 int kill_count = GameData::getIntegerFlag(kill_flag["name"]); poin..." current
- 12:3912:39, 11 May 2020 diff hist +44 等級系統 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」..."
- 12:3912:39, 11 May 2020 diff hist +282 N Translations:Difficulty scaling/367/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」..." current
- 12:3912:39, 11 May 2020 diff hist +13 等級系統 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..."
- 12:3912:39, 11 May 2020 diff hist +195 N Translations:Difficulty scaling/366/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..." current
- 12:3912:39, 11 May 2020 diff hist −12 等級系統 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。"
- 12:3912:39, 11 May 2020 diff hist +78 N Translations:Difficulty scaling/365/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。" current
- 12:3912:39, 11 May 2020 diff hist +64 等級系統 Created page with "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)"
- 12:3912:39, 11 May 2020 diff hist +112 N Translations:Difficulty scaling/364/zh Created page with "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)" current
- 12:3812:38, 11 May 2020 diff hist 0 等級系統 Created page with "它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。"
- 12:3812:38, 11 May 2020 diff hist +67 N Translations:Difficulty scaling/362/zh Created page with "它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。" current
- 12:3812:38, 11 May 2020 diff hist −926 等級系統 Created page with "這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。"
- 12:3812:38, 11 May 2020 diff hist +113 N Translations:Difficulty scaling/361/zh Created page with "這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。" current
- 12:3812:38, 11 May 2020 diff hist +4 等級系統 Created page with "== 升級的計算過程 =="
- 12:3812:38, 11 May 2020 diff hist +27 N Translations:Difficulty scaling/359/zh Created page with "== 升級的計算過程 ==" current
- 12:3712:37, 11 May 2020 diff hist −7 等級系統 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..."
- 12:3712:37, 11 May 2020 diff hist +256 N Translations:Difficulty scaling/358/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..." current