11 May 2020
- 12:2812:28, 11 May 2020 diff hist +3 等級系統 Created page with "下面這個情況會導致敵人跟武器維持原樣(總而言之就是林克在劍之考驗裡)。 * WorldMgr::sInstance->stageType == 1 (Open World stage) * 且 WorldM..."
- 12:2812:28, 11 May 2020 diff hist +461 N Translations:Difficulty scaling/271/zh Created page with "下面這個情況會導致敵人跟武器維持原樣(總而言之就是林克在劍之考驗裡)。 * WorldMgr::sInstance->stageType == 1 (Open World stage) * 且 WorldM..."
- 12:2812:28, 11 May 2020 diff hist +3 等級系統 Created page with "== 阻止升級的情況 =="
- 12:2812:28, 11 May 2020 diff hist +27 N Translations:Difficulty scaling/270/zh Created page with "== 阻止升級的情況 ==" current
- 12:2812:28, 11 May 2020 diff hist −68 等級系統 Created page with "算出經驗值之後,這個子系統會用這兩個函數 #Ecosystem::LevelSensor::scaleWeapon 跟 #Ecosystem::LevelSensor::scaleActor 來決定敵人跟武器應..."
- 12:2812:28, 11 May 2020 diff hist +200 N Translations:Difficulty scaling/269/zh Created page with "算出經驗值之後,這個子系統會用這兩個函數 #Ecosystem::LevelSensor::scaleWeapon 跟 #Ecosystem::LevelSensor::scaleActor 來決定敵人跟武器應..." current
- 12:2812:28, 11 May 2020 diff hist −29 等級系統 Created page with "遊戲的存檔裡會儲存死了幾隻怪的計數器,有了計數之後 Ecosystem::LevelSensor 這個子系統會用 #Ecosystem::LevelSensor::calculatePoints 計算你..."
- 12:2812:28, 11 May 2020 diff hist +286 N Translations:Difficulty scaling/268/zh Created page with "遊戲的存檔裡會儲存死了幾隻怪的計數器,有了計數之後 Ecosystem::LevelSensor 這個子系統會用 #Ecosystem::LevelSensor::calculatePoints 計算你..." current
- 12:2812:28, 11 May 2020 diff hist −10 等級系統 Created page with "由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值,並且相應地導致等級上升。"
- 12:2812:28, 11 May 2020 diff hist +126 N Translations:Difficulty scaling/267/zh Created page with "由於主線劇情會要求玩家殺怪,所以玩家或多或少都會累積經驗值,並且相應地導致等級上升。" current
- 12:2812:28, 11 May 2020 diff hist +215 等級系統 Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布..."
- 12:2812:28, 11 May 2020 diff hist +973 N Translations:Difficulty scaling/266/zh Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布..." current
- 12:2812:28, 11 May 2020 diff hist +70 等級系統 Created page with "等級系統是根據存檔裡的一個「經驗值」系統決定的。只有怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的事情不算。)"
- 12:2812:28, 11 May 2020 diff hist +171 N Translations:Difficulty scaling/265/zh Created page with "等級系統是根據存檔裡的一個「經驗值」系統決定的。只有怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的事情不算。)" current
- 12:2712:27, 11 May 2020 diff hist +3 等級系統 Created page with "== 經驗值 =="
- 12:2712:27, 11 May 2020 diff hist +15 N Translations:Difficulty scaling/264/zh Created page with "== 經驗值 ==" current
- 12:2712:27, 11 May 2020 diff hist +90 等級系統 Created page with "'''Difficulty scaling'''(等級系統)是曠野之息用來控制敵人跟武器等級的一個機制。你會注意到,在遊玩的過程中,同一個地點的敵人..."
- 12:2712:27, 11 May 2020 diff hist +267 N Translations:Difficulty scaling/263/zh Created page with "'''Difficulty scaling'''(等級系統)是曠野之息用來控制敵人跟武器等級的一個機制。你會注意到,在遊玩的過程中,同一個地點的敵人..." current
- 12:2712:27, 11 May 2020 diff hist +16,329 N 等級系統 Created page with "等級系統"
- 12:2712:27, 11 May 2020 diff hist +12 N Translations:Difficulty scaling/Page display title/zh Created page with "等級系統" current