Page history
23 May 2020
21 May 2020
12 May 2020
11 May 2020
Updating to match new version of source page
+34
Created page with "藍標、白標(Blue/White)是比較低階的升級,標記成「某某某提升」。黃標(Yellow)是高階的升級,標記成「某某某大提升」。以攻擊..."
−66
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−312
Created page with "總而言之,遊戲不會升級劍之考驗裡的武器和敵人。"
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−48
Updating to match new version of source page
+375
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−40
Created page with "另一種會跳過升級的情況是 map area 等於 28, 也就是林克位在 "HateruSea",野外的考驗的塞哈特諾島。"
−6
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−137
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−39
Updating to match new version of source page
+179
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−137
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+87
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+137
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+214
Created page with "GlobalParameter::shieldSurfMasterFrictionRatio"
−214
Created page with "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. 補充:幻影裡的..."
−9
Created page with "=== Special case 2: 幻影空間裡的厄咒加儂 ==="
+18
Created page with "打死城堡裡的厄咒加儂並不計入經驗值。(相應的計數器不會增加。)"
−73
Created page with "城堡裡的厄咒加儂,不管是第幾隻,血量都是 800+3×400 = 2000。"
−28
Created page with "=== Special case 1: 城堡裡的厄咒加儂 ==="
+125
Created page with "換句換說,玩家第一個擊倒的厄咒加儂的血量是 800,下一個 1200,再下一個 1600,最後一個 2000。"
−74
Created page with "<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 { const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) const int halfBa..."
+172
Created page with "厄咒加儂也有升級版,不過是依據的是另一個完全獨立的系統。 具體升級的內容是:神獸裡的厄咒加儂的血量是由玩家打死過多少別..."
−2
Created page with "== 厄咒加儂 =="
−1
Created page with "精確的數值可以在這裡找到: * [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtm..."
−41
Created page with "== 大數據 =="
+1
Created page with "<source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1;..."
+1,139
Created page with "處理敵人的升級。方法跟上面 <code>LevelSensor::scaleWeapon</code> 處理武器的升級類似。"
+57
Created page with "<source lang="c++"> bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器 ..."
+775
Created page with "如果函數找半天找不到滿足給定的條件武器、加成,遊戲就會用預設的武器、預設的加成。(程式碼裡最後的 return false 會處理所有..."
+6
Created page with "呼叫時給定一個武器的名字、預設的加成(至少多少)、跟目前玩家的經驗值。然後這個函數會回傳一個武器名稱(可能跟給定的不..."
+76
Created page with "它負責處理武器的升級。有三個東西會呼叫它:寶箱、敵人{{Check}}、 <code>Ecosystem::LevelSensor::scaleActor</code>。"
+38
Created page with "就我們能看到的部分,任天堂從來沒有調整過這兩個數值。"
−78
Created page with "this->points = points; // 原始經驗值 this->weapon_points = points * this->byml["setting"].Level2WeaponPower; // 換算成武器用分數 this->enemy_points = points * thi..."
+75
Created page with "<source lang="c++"> float points = 0.0; for (kill_flag : this->byml["flag"]) // 枚舉所有敵人 int kill_count = GameData::getIntegerFlag(kill_flag["name"]); poin..."
+58
Created page with "有趣的是,遊戲利用殺敵數計算經驗值時,會把一個「原始經驗值」轉化成「用在武器升級的經驗值」跟「用在敵人升級的經驗值」..."
+44
Created page with "遊戲到目前為止都只用殺敵數 <code>Defeated_%s_Num</code> 來計算經驗值並以此推測升級程度,但是從程式設計的角度來說可以用別的東西..."
+13
Created page with "它會用各種表格跟各種經驗值計算武器或敵人要升級多少。"
−12
Created page with "每當遊戲生成 actors 時,PlacementMgr 會呼叫這個函數。(actor 可以是武器或是敵人)"
+64
Created page with "它的功用是載入 byml 檔案 Ecosystem/LevelSensor.byml。"
Created page with "這個函數會被 <code>Ecosystem::init</code> 呼叫, 後者是被 <code>ksys::InitializeApp</code> 呼叫。"
−926
Created page with "== 升級的計算過程 =="
+4
Created page with "換句話說,就算是設成 0 ('None') 的武器也不是永遠不升級了, 而是遊戲開發者有意給玩家最低等級的武器。 只要玩家的經驗值高過..."
−7
Created page with "經驗值不夠則維持原升級(不會降級)。"
−19
Created page with "如果 scaling 處在打開狀態的話,武器有可能因為經驗值足夠的關係被升到更高級。"
−3
Created page with "'''NoneForced''' (限於寶箱): Weapon will ''never'' spawn with any modifiers. 寶箱的這個屬性會抹去其他一切升級。"
+17