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
|-
|}

Revision as of 22:52, 21 October 2018

This resource is found in Bootup.pack.

Its canonical resource path is "Ecosystem/LevelSensor.byml".

LevelSensor.byml is the main configuration file for the LevelSensor subsystem (which handles parts of difficulty scaling). Its file format is BYML.

All information related to difficulty (enemy and weapon) scaling is stored in this configuration file. Human-readable versions dumped from 1.0.0 and 1.5.0 are included in the botw-re-notes repo. A diff between 1.0.0 and 1.5.0 is also provided in the repo.

[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.)