Difficulty scaling/en: Difference between revisions

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'''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.
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* 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.
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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 ==  


Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)?
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.
Which of the stats (among attack, guard, durability etc) is increased?
And how much it is increased.


=== Bonus types ===
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.
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.


{|class="wikitable"
{|class="wikitable"
! Bonus !! Available in modifier tiers
! Bonus !! Available in bonus tiers
|-
|-
|-
|-
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* 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.
* 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
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No randomness is involved.
No randomness is involved.


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


{|class="wikitable"
{|class="wikitable"
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In summary, for non-amiibo weapons, an attack up results in a randomized attack power.
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.


== Enemies ==
== Enemies ==  


When loading enemies, the game will always try to scale enemies.
When loading enemies, the game will always try to scale enemies.
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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> ===
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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>
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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.
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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>
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</source>
</source>


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


Analogous to <code>LevelSensor::scaleWeapon</code>.
Analogous to <code>LevelSensor::scaleWeapon</code>.
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</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:
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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.
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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.
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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:}}]]
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