Difficulty scaling: Difference between revisions

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=== <code>SharpWeaponJudgeType</code> ===
=== <code>SharpWeaponJudgeType</code> ===
This actor property controls the ''minimum'' modifier tier that a weapon can receive. Type: [[Difficulty scaling#weaponmodifier-s32-enum|<code>enum WeaponModifier</code>]].
This actor property controls the ''minimum'' modifier tier that a weapon can receive.


If [[Difficulty scaling#LevelSensorMode|scaling]] is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met.
Internally and in assets such as [[Map unit|map units]], the following values are used for modifiers:
 
Otherwise, the weapon will get modifiers from exactly the specified tier.
 
For example, 0 ('None') doesn't mean a weapon will never receive a modifier. It just means that the developers haven't forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers.
 
=== <code>WeaponModifier</code> (s32 enum) ===
Internally and in assets such as [[Map unit|map units]], the following values are used to store modifiers:
{| class="wikitable"
{| class="wikitable"
! Value  
! Value  
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| '''Yellow''': Weapon will get at least a yellow modifier.
| '''Yellow''': Weapon will get at least a yellow modifier.
|}
|}
If [[Difficulty scaling#LevelSensorMode|scaling]] is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met.
Otherwise, the weapon will get modifiers from exactly the specified tier.
For example, 0 ('None') doesn't mean a weapon will never receive a modifier. It just means that the developers haven't forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers.


== Scaling algorithm ==
== Scaling algorithm ==
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