Difficulty scaling: Difference between revisions
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imported>Leoetlino |
imported>Leoetlino |
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* '''For other enemy drops''': The flag <code>{MapName}_WeaponDrop_{ID}</code> is false, '''and''' [the actor property 'LevelSensorMode' is higher than 1 ''or'' the enemy is a Guardian Scout ('Enemy_Guardian_Mini')]. | * '''For other enemy drops''': The flag <code>{MapName}_WeaponDrop_{ID}</code> is false, '''and''' [the actor property 'LevelSensorMode' is higher than 1 ''or'' the enemy is a Guardian Scout ('Enemy_Guardian_Mini')]. | ||
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases. | Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases. | ||
== Weapon bonuses == | |||
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability. | |||
== Enemies == | == Enemies == |