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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. | ||
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== 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 === | === Bonus types === | ||
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{|class="wikitable" | {|class="wikitable" | ||
! Bonus !! Available in | ! Bonus !! Available in bonus tiers | ||
|- | |- | ||
|- | |- | ||
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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'. | ||
=== <code>SharpWeaponJudgeType</code> === | === <code>SharpWeaponJudgeType</code> === | ||
This actor property controls the ''minimum'' modifier tier that a weapon can receive. | This actor property controls the ''minimum'' modifier tier that a weapon can receive. | ||
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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 | 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:}}]] |