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 ==
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