Difficulty scaling/zh: Difference between revisions

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Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布..."
(Created page with "等級系統是根據存檔裡的一個「經驗值」系統決定的。只有怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的事情不算。)")
(Created page with "每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。 花括號的意思是,如果是波克布林死掉,就會更新波克布...")
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等級系統是根據存檔裡的一個「經驗值」系統決定的。只有怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的事情不算。)
等級系統是根據存檔裡的一個「經驗值」系統決定的。只有怪物死掉可以獲得經驗值。(意即解神廟、解任務之類的事情不算。)


Whenever an enemy dies, the game increments a flag 'Defeated_{SameGroupActorName}_Num' if all of the following conditions are satisfied:
每當有敵人死掉,遊戲就會想增加 Defeated_{SameGroupActorName}_Num 這個計數器。
* The current kill count is < 10.
花括號的意思是,如果是波克布林死掉,就會更新波克布林專屬的計數器。
* The actor does not have the NotCountDefeatedNum flag.
不過,只有下列條件滿足的時候,計數器才會真的增加。
* '''For Monk Maz Koshia''': 'Defeated_Priest_Boss_Normal_Num' is 0.
 
* '''For Dark Beast Ganon''': It is the first time the boss is beaten. (Ganon's Defeated flag has 1 as the maximum value.)
* 計數器本身還不到 10(意思是大部分的怪物只有殺死前十隻才算)
* '''For Blights''': It is the first time the blight is beaten in the Divine Beast, or in the Illusory Realm. Blights fought in Hyrule Castle do not count.
* 死掉的那個敵人沒有 NotCountDefeatedNum flag(意思是某些特殊情況下不算)
This happens every time ''any'' enemy dies, even if they don't necessarily play a role in the point system (see below) and even if the player is not responsible for their death.
* '''導師米茲·喬希亞'''專用的計數器 'Defeated_Priest_Boss_Normal_Num' 是 0(意思是只有殺第一次才算)
* '''魔獸加儂'''也是只有第一次才算
* '''厄咒加儂'''只有在神獸裡打敗的才算,原始遊戲打一次,DLC 跟幻影打一次,總共兩次(在城堡裡打的不算)
 
需要注意的是只要有''任何''敵人死掉,不管死法,也不管是不是林克親手殺的,遊戲都會試圖增加計數器。下面會講到哪些情況下不會算。


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.

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