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== Weapon bonuses == <!--T:9--> | == Weapon bonuses == <!--T:9--> | ||
Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)? | |||
Which of the stats (among attack, guard, durability etc) is increased? | |||
And how much is it increased. | |||
=== Bonus values === | === Bonus values === | ||
Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section. | Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section. | ||
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| Shield guard up || addGuardMax | | Shield guard up || addGuardMax | ||
|} | |} | ||
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack. | |||
No randomness is involved. | |||
==== Non-amiibo ==== <!--T:11--> | ==== Non-amiibo ==== <!--T:11--> | ||
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| Shield guard up || Random integer between addGuardMin and addGuardMax | | Shield guard up || Random integer between addGuardMin and addGuardMax | ||
|} | |} | ||
In summary, for non-amiibo weapons, an attack up results in a randomized attack. | |||
=== Bonus types === <!--T:12--> | === Bonus types === <!--T:12--> |