Difficulty scaling: Difference between revisions
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Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable. | Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable. | ||
Only the defeated counter flags are stored in the save file. The <code>Ecosystem::LevelSensor</code> subsystem is responsible for [[# | Only the defeated counter flags are stored in the save file. The <code>Ecosystem::LevelSensor</code> subsystem is responsible for [[#Ecosystem::LevelSensor::calculatePoints|converting these kill counts to points]] using a [[#Ecosystem::LevelSensor::loadByml|configuration file]]. | ||
The subsystem provides two functions ([[# | The subsystem provides two functions ([[#Ecosystem::LevelSensor::loadWeaponInfo|<code>loadWeaponInfo</code>]] and [[#Ecosystem::LevelSensor::loadActorInfo|<code>loadActorInfo</code>]]) that may be called when a weapon or enemy actor is loaded. | ||
== Scaling inhibitors == | == Scaling inhibitors == |