AIDef:AI/GuardianMiniBeamAttackNoWait and LevelSensor.byml: Difference between pages

(Difference between pages)
Jump to navigation Jump to search
no edit summary
imported>Leoetlino
(import AI definitions from 1.5.0)
 
imported>Leoetlino
No edit summary
 
Line 1: Line 1:
{{AIDef
<onlyinclude>
|name=GuardianMiniBeamAttackNoWait
{{resloc|path=Ecosystem/LevelSensor.byml|locations=[[Bootup.pack]]}}
|type=AI
'''LevelSensor.byml''' is the main configuration file for the LevelSensor subsystem (which handles parts of [[difficulty scaling]]). Its file format is [[BYML]].
}}
</onlyinclude>
All information related to difficulty (enemy and weapon) scaling is stored in this configuration file. Human-readable versions dumped from [[Renotesfiles:game files/1.0.0 LevelSensor.yml|1.0.0]] and [[Renotesfiles:game files/1.5.0 LevelSensor.yml|1.5.0]] are included in the [https://github.com/leoetlino/botw-re-notes botw-re-notes] repo. A [[Renotesfiles:game files/1.0.0 1.5.0 LevelSensor.yml.diff|diff between 1.0.0 and 1.5.0]] is also provided in the repo.


== StaticInstParams ==
[1.4.0] Flag entries for Golden enemies, Igneo Talus Titan and Monk Maz Koshia were added to the kill point table. Weapon entries for the One-Hit Obliterator and Weapon_Sword_503 were also added to the weapon scaling list. They cannot receive any modifier. (Yes, the developers forgot to add golden enemies to the config in 1.3.0.)
{|class="wikitable"
! Name !! Type !! Default value !! Description
|-
| HeadNodeName || String ||  ||
|-
| AttackInterval || Int ||  ||
|-
| EndShaderASFrame || Int ||  ||
|-
| LoopShaderASName || String ||  ||
|-
| EndShaderASName || String ||  ||
|-
| PreLaunchEffectName || String ||  ||
|-
| IsChangeable || Bool ||  ||
|-
| IsFinalBattle || Bool ||  ||
|-
| InDirAngle || Float ||  ||
|-
| FluctuationRange || Float ||  ||
|-
| FluctuationSpan || Float ||  ||
|-
| TargetOffsetY || Float ||  ||
|-
| NodeName || String ||  ||
|-
| IsValidGuide || Bool ||  ||
|-
| IsIgnoreSmallHit || Bool ||  ||
|-
| AimEffectName || String ||  ||
|-
| BreathName || String ||  ||
|-
| AttackAngle || Float ||  ||
|-
| AttackRatio || Float ||  ||
|-
| BreathSize || Float ||  ||
|-
| EnlargeTime || Int ||  ||
|-
| IsEndAfterAttack || Bool ||  ||
|-
| IsDeleteBreath || Bool ||  ||
|-
| AttackIntervalIntensity || Float ||  ||
|-
| GlobalNoAtkTime || Int ||  ||
|-
| IsUpdateNoticeState || Bool ||  ||
|-
|}


 
[[Category:Content (BotW)]]
== Children ==
{|class="wikitable"
! Name !! Description
|-
| ビーム準備 ||
|-
| 戦闘攻撃 ||
|-
| 戦闘準備 ||
|-
|}
 
== Derived definitions ==
=== 戦闘攻撃 (Guardian_Mini_DetachLineBeam, レンジ外) ===
{{AIDefDerived
|name=戦闘攻撃
|group_name=レンジ外
|derived_from=GuardianMiniBeamAttackNoWait
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| HeadNodeName || Head
|-
| AttackInterval || -1
|-
| EndShaderASFrame || 0
|-
| LoopShaderASName ||
|-
| EndShaderASName ||
|-
| PreLaunchEffectName ||
|-
| IsChangeable || False
|-
| IsFinalBattle || False
|-
| InDirAngle || 0.0872665
|-
| FluctuationRange || 0.0
|-
| FluctuationSpan || 0.0
|-
| TargetOffsetY || 1.5
|-
| NodeName || Eye
|-
| IsValidGuide || False
|-
| IsIgnoreSmallHit || False
|-
| AimEffectName || Aim_Small
|-
| BreathName ||
|-
| AttackAngle || 3.14159
|-
| AttackRatio || 1.0
|-
| BreathSize || 1.0
|-
| EnlargeTime || 5
|-
| IsEndAfterAttack || True
|-
| IsDeleteBreath || False
|-
| AttackIntervalIntensity || 0.8
|-
| GlobalNoAtkTime || -1
|-
| IsUpdateNoticeState || True
|-
|}
=== 戦闘攻撃 (Guardian_Mini_DetachLineBeam, 装備丸腰戦闘) ===
{{AIDefDerived
|name=戦闘攻撃
|group_name=装備丸腰戦闘
|derived_from=GuardianMiniBeamAttackNoWait
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| HeadNodeName || Head
|-
| AttackInterval || -1
|-
| EndShaderASFrame || 0
|-
| LoopShaderASName ||
|-
| EndShaderASName ||
|-
| PreLaunchEffectName ||
|-
| IsChangeable || False
|-
| IsFinalBattle || False
|-
| InDirAngle || 0.0872665
|-
| FluctuationRange || 0.0
|-
| FluctuationSpan || 0.0
|-
| TargetOffsetY || 1.5
|-
| NodeName || Eye
|-
| IsValidGuide || False
|-
| IsIgnoreSmallHit || False
|-
| AimEffectName || Aim_Small
|-
| BreathName ||
|-
| AttackAngle || 3.14159
|-
| AttackRatio || 1.0
|-
| BreathSize || 1.0
|-
| EnlargeTime || 5
|-
| IsEndAfterAttack || True
|-
| IsDeleteBreath || False
|-
| AttackIntervalIntensity || 0.1
|-
| GlobalNoAtkTime || -1
|-
| IsUpdateNoticeState || True
|-
|}
=== 戦闘攻撃 (Guardian_Mini_DetachLineBeam, 装備非所持戦闘) ===
{{AIDefDerived
|name=戦闘攻撃
|group_name=装備非所持戦闘
|derived_from=GuardianMiniBeamAttackNoWait
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| HeadNodeName || Head
|-
| AttackInterval || 60
|-
| EndShaderASFrame || 0
|-
| LoopShaderASName ||
|-
| EndShaderASName ||
|-
| PreLaunchEffectName ||
|-
| IsChangeable || False
|-
| IsFinalBattle || False
|-
| InDirAngle || 0.0872665
|-
| FluctuationRange || 0.0
|-
| FluctuationSpan || 0.0
|-
| TargetOffsetY || 1.5
|-
| NodeName || Eye
|-
| IsValidGuide || False
|-
| IsIgnoreSmallHit || False
|-
| AimEffectName || Aim_Small
|-
| BreathName ||
|-
| AttackAngle || 3.14159
|-
| AttackRatio || 1.0
|-
| BreathSize || 1.0
|-
| EnlargeTime || 5
|-
| IsEndAfterAttack || True
|-
| IsDeleteBreath || False
|-
| AttackIntervalIntensity || 1.0
|-
| GlobalNoAtkTime || -1
|-
| IsUpdateNoticeState || True
|-
|}
=== 戦闘攻撃 (Guardian_Mini_DetachLineBeam, 非装備威嚇) ===
{{AIDefDerived
|name=戦闘攻撃
|group_name=非装備威嚇
|derived_from=GuardianMiniBeamAttackNoWait
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| HeadNodeName || Head
|-
| AttackInterval || 60
|-
| EndShaderASFrame || 0
|-
| LoopShaderASName ||
|-
| EndShaderASName ||
|-
| PreLaunchEffectName ||
|-
| IsChangeable || False
|-
| IsFinalBattle || False
|-
| InDirAngle || 0.0872665
|-
| FluctuationRange || 0.0
|-
| FluctuationSpan || 0.0
|-
| TargetOffsetY || 1.5
|-
| NodeName || Eye
|-
| IsValidGuide || False
|-
| IsIgnoreSmallHit || True
|-
| AimEffectName || Aim_Small
|-
| BreathName ||
|-
| AttackAngle || 3.14159
|-
| AttackRatio || 1.0
|-
| BreathSize || 1.0
|-
| EnlargeTime || 5
|-
| IsEndAfterAttack || True
|-
| IsDeleteBreath || False
|-
| AttackIntervalIntensity || 1.0
|-
| GlobalNoAtkTime || -1
|-
| IsUpdateNoticeState || True
|-
|}
=== 追加攻撃 (Guardian_Mini_DetachLineBeam, 回転攻撃) ===
{{AIDefDerived
|name=追加攻撃
|group_name=回転攻撃
|derived_from=GuardianMiniBeamAttackNoWait
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| HeadNodeName || Head
|-
| AttackInterval || 0
|-
| EndShaderASFrame || 0
|-
| LoopShaderASName ||
|-
| EndShaderASName ||
|-
| PreLaunchEffectName ||
|-
| IsChangeable || False
|-
| IsFinalBattle || False
|-
| InDirAngle || 0.0872665
|-
| FluctuationRange || 0.0
|-
| FluctuationSpan || 0.0
|-
| TargetOffsetY || 1.5
|-
| NodeName || Eye
|-
| IsValidGuide || False
|-
| IsIgnoreSmallHit || False
|-
| AimEffectName || Aim_Small
|-
| BreathName ||
|-
| AttackAngle || 3.14159
|-
| AttackRatio || 1.0
|-
| BreathSize || 1.0
|-
| EnlargeTime || 5
|-
| IsEndAfterAttack || True
|-
| IsDeleteBreath || False
|-
| AttackIntervalIntensity || 0.0
|-
| GlobalNoAtkTime || -1
|-
| IsUpdateNoticeState || True
|-
|}
Anonymous user

Navigation menu