Difficulty scaling/en: Difference between revisions

Updating to match new version of source page
(Updating to match new version of source page)
(Updating to match new version of source page)
 
(8 intermediate revisions by the same user not shown)
Line 3: Line 3:
'''Difficulty scaling''' is a mechanic in ''Breath of the Wild'' that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.
'''Difficulty scaling''' is a mechanic in ''Breath of the Wild'' that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.


== Points ==
== Points ==  


The scaling system is based on a point system. Killing enemies is the ''only way'' to receive points.
The scaling system is based on a point system. Killing enemies is the ''only way'' to receive points.
Line 27: Line 27:
* and WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* and WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* and WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)
* and WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)
This means that scaling is always disabled in the Trial of the Sword.
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to "HateruSea", which is the Eventide Island area.
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to "HateruSea", which is the Eventide Island area.


== Weapons ==
== Weapons ==  
 
'scaleWeapon' is called (i.e. weapons may be scaled) for a weapon if:
'scaleWeapon' is called (i.e. weapons may be scaled) for a weapon if:
* '''For standalone weapons''': The actor property 'LevelSensorMode' is higher than 1 '''and''' it wasn't already picked up.
* '''For standalone weapons''': The actor property 'LevelSensorMode' is higher than 1 '''and''' it wasn't already picked up.
Line 38: Line 42:
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.


== Weapon bonuses ==
== Weapon bonuses ==  
 
Weapon scaling results in weapons being replaced by a different weapon (e.g. a Soldier's Bow which becomes a Royal Bow), or weapons gaining a random, bonus stat boost (e.g. Attack Up, Durability Up, etc.). The range of those boosts is also affected by weapon scaling.
 
There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). Those that belong to the Yellow tier are usually superior to the other ones. For instance, ''Attack Up +'' is the superior variant of ''Attack Up'' and it typically grants a higher attack power boost compared to ''Attack Up''.
 
=== Bonus types ===
 
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.
 
{|class="wikitable"
! Bonus !! Available in bonus tiers
|-
|-
| Attack up || Blue/White and Yellow
|-
| Durability up || Blue/White and Yellow
|-
| Long throw || Yellow
|-
| Multi-shot burst (bows) || Yellow
|-
| Quick shot (bows) || Yellow
|-
| AddSurfMaster || Yellow
|-
| Shield guard up || Blue/White and Yellow
|-
| Critical Hit || Blue/White
|-
| ZoomRapid || Yellow
|}


Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)?
Notes:
Which of the stats (among attack, guard, durability etc) is increased?
* "Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true ''and'' if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed.
And how much is it increased.
* AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.


=== Bonus values ===
=== Bonus values ===  


Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.
Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.


==== amiibo ====
==== amiibo ====  
{|class="wikitable"
{|class="wikitable"
! Bonus !! Value that is used for the bonus effect
! Bonus !! Value that is used for the bonus effect
Line 69: Line 104:
|}
|}


In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack.
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power.
No randomness is involved.
No randomness is involved.


==== Non-amiibo ====
==== Non-amiibo ====  


{|class="wikitable"
{|class="wikitable"
Line 94: Line 129:
|}
|}


In summary, for non-amiibo weapons, an attack up results in a randomized attack.
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.
 
=== Bonus types ===


Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.
== Enemies ==  
 
<!--T:13-->
{|class="wikitable"
! Bonus !! Available in modifier tiers
|-
|-
| Attack up || Blue/White and Yellow
|-
| Durability up || Blue/White and Yellow
|-
| Long throw || Yellow
|-
| Multi-shot burst (bows) || Yellow
|-
| Quick shot (bows) || Yellow
|-
| AddSurfMaster || Yellow
|-
| Shield guard up || Blue/White and Yellow
|-
| Critical Hit || Blue/White
|-
| ZoomRapid || Yellow
|}
 
Note that "Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true ''and'' if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed.
 
== Enemies ==


When loading enemies, the game will always try to scale enemies.
When loading enemies, the game will always try to scale enemies.
Line 136: Line 141:
* Weapon point requirements are satisfied
* Weapon point requirements are satisfied
* ''or'' the modifier tier is overridden using 'SharpWeaponJudgeType'.
* ''or'' the modifier tier is overridden using 'SharpWeaponJudgeType'.
[1.3.0] In Master Mode, '''all''' enemies are automatically ranked up one tier by default '''post scaling''', independently of 'LevelSensorMode'. Actors can receive two additional parameters:
[1.3.0] In Master Mode, '''all''' enemies are automatically ranked up one tier by default '''post scaling''', independently of 'LevelSensorMode'. [[Actor]]s can receive two additional parameters:
{| class="wikitable"
{| class="wikitable"
! Parameter
! Parameter
Line 152: Line 157:
In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau).
In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau).


== Properties ==
== Properties ==  


=== <code>LevelSensorMode</code> ===
=== <code>LevelSensorMode</code> ===
This actor property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since 'scaleWeapon' is called when an enemy drops their weapon.
This [[actor]] property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since 'scaleWeapon' is called when an enemy drops their weapon.


Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'.
Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'.
Line 163: Line 168:


Internally and in assets such as [[Map unit|map units]], the following values are used for modifiers:
Internally and in assets such as [[Map unit|map units]], the following values are used for modifiers:
{| class="wikitable"
{| class="wikitable"
! Value
! Value
Line 189: Line 195:
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.
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 ==  


=== <code>Ecosystem::LevelSensor::loadByml</code> ===
=== <code>Ecosystem::LevelSensor::loadByml</code> ===  


This function is called by <code>Ecosystem::init</code> from <code>ksys::InitializeApp</code>
This function is called by <code>Ecosystem::init</code> from <code>ksys::InitializeApp</code>
Line 197: Line 203:
Sets up byml structures for reading Ecosystem/[[LevelSensor.byml]].
Sets up byml structures for reading Ecosystem/[[LevelSensor.byml]].


=== <code>Ecosystem::LevelSensor::calculatePoints</code> ===
=== <code>Ecosystem::LevelSensor::calculatePoints</code> ===  


Called by [[PlacementMgr]] when spawning actors.
Called by [[PlacementMgr]] when spawning actors.
Line 220: Line 226:
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.


=== <code>Ecosystem::LevelSensor::scaleWeapon</code> ===
=== <code>Ecosystem::LevelSensor::scaleWeapon</code> ===  


Called from treasure chest code, enemy actors{{Check}}, <code>Ecosystem::LevelSensor::scaleActor</code>
Called from treasure chest code, enemy actors{{Check}}, <code>Ecosystem::LevelSensor::scaleActor</code>
Line 284: Line 290:
</source>
</source>


=== <code>Ecosystem::LevelSensor::scaleActor</code> ===
=== <code>Ecosystem::LevelSensor::scaleActor</code> ===  


Analogous to <code>LevelSensor::scaleWeapon</code>.
Analogous to <code>LevelSensor::scaleWeapon</code>.
Line 336: Line 342:
</source>
</source>


== The Data ==
== The Data ==  


To make things easier to understand, here are links to:
To make things easier to understand, here are links to:
Line 343: Line 349:
This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily.
This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily.


== Ganon Blights ==
== Ganon Blights ==  


Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in [[ActorParam/GeneralParamList|GeneralParamList]]) and blight defeat flags.
Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in [[ActorParam/GeneralParamList|GeneralParamList]]) and blight defeat flags.
Line 368: Line 374:
Effectively, this means that the first blight Link fights will have 800+0×400 = 800 HP, the second will have 800+1×400 = 1200 HP, the third 800+2×400 = 1600 HP and the last one 800+3×400 = 2000 HP.
Effectively, this means that the first blight Link fights will have 800+0×400 = 800 HP, the second will have 800+1×400 = 1200 HP, the third 800+2×400 = 1600 HP and the last one 800+3×400 = 2000 HP.


=== Special case 1: Castle Blights ===
=== Special case 1: Castle Blights ===  


Castle blights have <code>IsRemainBoss</code> set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4.
Castle blights have <code>IsRemainBoss</code> set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4.
Line 376: Line 382:
If flag 4 is set, the [[AIDef:Action/SiteBossDie]] code will NOT increment the &#x22;defeated&#x22; counter. This means castle blights do not give any scaling points.
If flag 4 is set, the [[AIDef:Action/SiteBossDie]] code will NOT increment the &#x22;defeated&#x22; counter. This means castle blights do not give any scaling points.


=== Special case 2: DLC2 Blights ===
=== Special case 2: DLC2 Blights ===  


Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.
Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.


Interestingly, the Windblight AI function relies doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.
Interestingly, the Windblight AI function doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.
 


<references />
<references />
[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Game mechanics]]
[[Category:Game mechanics{{#translation:}}]]
826

edits