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

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imported>Leoetlino
(import AI definitions from 1.5.0)
 
imported>Leoetlino
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{{AIDef
<onlyinclude>
|name=GuardianMiniGroggy
{{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
|-
| ChanceTime || Int ||  ||
|-
| RestartASName || String ||  ||
|-
| DefaultASName || String ||  ||
|-
|}


 
[[Category:Content (BotW)]]
== DynamicInstParams ==
{|class="wikitable"
! Name !! Type !! Default value !! Description
|-
| TargetPos || Vec3 ||  ||
|-
|}
 
 
== Children ==
{|class="wikitable"
! Name !! Description
|-
| チャンス ||
|-
| 終了 ||
|-
|}
 
== Derived definitions ==
=== ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== チャンス (Guardian_Mini_DetachLineBeam, 回転攻撃) ===
{{AIDefDerived
|name=チャンス
|group_name=回転攻撃
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 後ろ手ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=後ろ手ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 後ろ手超ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=後ろ手超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 左手ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=左手ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 左手超ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=左手超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 超ショック (Guardian_Mini_DetachLineBeam, リアクション) ===
{{AIDefDerived
|name=超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 変形後 (Guardian_Mini_DetachLineBeam, チャンス) ===
{{AIDefDerived
|name=変形後
|group_name=チャンス
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 変形前 (Guardian_Mini_DetachLineBeam, チャンス) ===
{{AIDefDerived
|name=変形前
|group_name=チャンス
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini_DetachLineBeam
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== チャンス (Guardian_Mini, 回転攻撃) ===
{{AIDefDerived
|name=チャンス
|group_name=回転攻撃
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 後ろ手ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=後ろ手ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 後ろ手超ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=後ろ手超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 左手ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=左手ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 左手超ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=左手超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 超ショック (Guardian_Mini, リアクション) ===
{{AIDefDerived
|name=超ショック
|group_name=リアクション
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 変形後 (Guardian_Mini, チャンス) ===
{{AIDefDerived
|name=変形後
|group_name=チャンス
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
=== 変形前 (Guardian_Mini, チャンス) ===
{{AIDefDerived
|name=変形前
|group_name=チャンス
|derived_from=GuardianMiniGroggy
|aiprog=Guardian_Mini
}}
{|class="wikitable"
! Name !! Value
|-
| ChanceTime || 60
|-
| RestartASName || RestartShader
|-
| DefaultASName || WaitBattleShader
|-
|}
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