Difficulty scaling/en: Difference between revisions

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(Updating to match new version of source page)
(Updating to match new version of source page)
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<languages/>


'''Difficulty scaling''' is a mechanic in ''Breath of the Wild'' that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.
'''Difficulty scaling''' is a mechanic in ''Breath of the Wild'' that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.
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Interestingly, the game calculates a single point value based on the kill counter flags but calculates two separate values for weapons and enemies with two different multipliers. This format makes it possible to easily change the scaling.
Interestingly, the game calculates a single point value based on the kill counter flags but calculates two separate values for weapons and enemies with two different multipliers. This format makes it possible to easily change the scaling.
<source lang="c++">
<source lang="c++">
float points = 0.0;
float points = 0.0;
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     int kill_count = GameData::getIntegerFlag(kill_flag["name"]);
     int kill_count = GameData::getIntegerFlag(kill_flag["name"]);
     points += kill_count * kill_flag["point"];
     points += kill_count * kill_flag["point"];
 
\\
this->points = points;
this->points = points;
this->weapon_points = points * this->byml["setting"].Level2WeaponPower;
this->weapon_points = points * this->byml["setting"].Level2WeaponPower;
this->enemy_points = points * this->byml["setting"].Level2EnemyPower;
this->enemy_points = points * this->byml["setting"].Level2EnemyPower;
</source>
</source>
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.


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Pseudocode (1.0.0):
Pseudocode (1.0.0):
<source lang="c++">
<source lang="c++">
bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up,
bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up,
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{
{
   // some checks using 'unknown' here which seems to be a pointer to the actor
   // some checks using 'unknown' here which seems to be a pointer to the actor
 
  //
   for (weapon_table : this->byml["weapon"]) {
   for (weapon_table : this->byml["weapon"]) {
     // find the first weapon entry for which the player has enough points
     // find the first weapon entry for which the player has enough points
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       entry = weapon_table["actors"][j];
       entry = weapon_table["actors"][j];
       float points_for_next_transition = entry["value"];
       float points_for_next_transition = entry["value"];
 
      //
       if (this->weapon_points > points_for_next_transition &&
       if (this->weapon_points > points_for_next_transition &&
           weapon_to_look_up == entry["name"] &&
           weapon_to_look_up == entry["name"] &&
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       }
       }
     }
     }
 
    //
     if (i == -1)
     if (i == -1)
       continue;
       continue;
 
    //
     do {
     do {
       entry = weapon_table["actors"][i];
       entry = weapon_table["actors"][i];
 
      //
       // not_rank_up means there is no link between weapons;
       // not_rank_up means there is no link between weapons;
       // this table is just used to look up modifiers.
       // this table is just used to look up modifiers.
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       if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up)
       if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up)
         break;
         break;
 
      //
       // otherwise, just go down the list until we reach the end or a weapon which
       // otherwise, just go down the list until we reach the end or a weapon which
       // requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal).
       // requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal).
       if (this->weapon_points <= entry["value"])
       if (this->weapon_points <= entry["value"])
         break;
         break;
 
      //
       ++i;
       ++i;
     } while (i < weapon_table["actors"].size);
     } while (i < weapon_table["actors"].size);
 
    //
     *weapon_to_use_name = entry["name"];
     *weapon_to_use_name = entry["name"];
     *modifier_to_use = convert_to_modifier(entry["plus"]);
     *modifier_to_use = convert_to_modifier(entry["plus"]);
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Pseudocode (1.0.0):
Pseudocode (1.0.0):
<source lang="c++">
<source lang="c++">
if (actor->params["LevelSensorMode"] < 1)
if (actor->params["LevelSensorMode"] < 1)
   return false;
   return false;
 
//
if (actor_name.contains("Enemy")) {
if (actor_name.contains("Enemy")) {
   for (enemy_table : this->byml["enemy"]) {
   for (enemy_table : this->byml["enemy"]) {
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       }
       }
     }
     }
 
    //
     if (i == -1)
     if (i == -1)
       continue;
       continue;
 
    //
     do {
     do {
       entry = enemy_table["actors"][i];
       entry = enemy_table["actors"][i];
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       ++i;
       ++i;
     } while (i < enemy_table["actors"].size);
     } while (i < enemy_table["actors"].size);
 
    //
     *actor_to_use = entry["name"];
     *actor_to_use = entry["name"];
     return true;
     return true;
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   return false;  // cannot scale up
   return false;  // cannot scale up
}
}
 
//
if (actor_name.contains("Weapon")) {
if (actor_name.contains("Weapon")) {
   weapon_name = actor->getWeaponName();
   weapon_name = actor->getWeaponName();
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   if (modifier == WeaponModifier::RandomBlue)
   if (modifier == WeaponModifier::RandomBlue)
     modifier = get_random_blue_modifier(actor->getWeaponName());
     modifier = get_random_blue_modifier(actor->getWeaponName());
 
  //
   if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) {
   if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) {
     actor->setProperty("SharpWeaponJudgeType", modifier_to_use);
     actor->setProperty("SharpWeaponJudgeType", modifier_to_use);
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