Difficulty scaling/zh: Difference between revisions

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Created page with "<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 { const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) const int halfBa..."
(Created page with "厄咒加儂也有升級版,不過是依據的是另一個完全獨立的系統。 具體升級的內容是:神獸裡的厄咒加儂的血量是由玩家打死過多少別...")
(Created page with "<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4 { const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底) const int halfBa...")
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<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4
<source lang="c++">__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4
{
{
   const int baseHp = Enemy::getInitialHP(this);
   const int baseHp = Enemy::getInitialHP(this); // 基礎血量(底)
   const int halfBaseHp = baseHp >> 1;
   const int halfBaseHp = baseHp >> 1; // 除以 2(台)
   const bool dieGanonWind = hasFlag_Die_PGanonWind(0);
   const bool dieGanonWind = hasFlag_Die_PGanonWind(0); // 打過風嗎?
   const bool dieGanonWater = hasFlag_Die_PGanonWater(0);
   const bool dieGanonWater = hasFlag_Die_PGanonWater(0); // 打過水嗎?
   const bool dieGanonFire = hasFlag_Die_PGanonFire(0);
   const bool dieGanonFire = hasFlag_Die_PGanonFire(0); // 打過火嗎?
   const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0);
   const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0); // 打過雷嗎?
   const int flags = this->siteBossFlags & 0xFFFFFFFC;
   const int flags = this->siteBossFlags & 0xFFFFFFFC; // 玩家在哪裡
   int multiplier;
   int multiplier;
   if ( flags == 4 )
   if ( flags == 4 ) // 城堡裡
    multiplier = 3;
   multiplier = 3;
   else if ( flags == 8 )
   else if ( flags == 8 ) // 幻影空間
    multiplier = 4;
   multiplier = 4;
   else
   else
     multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric;
     multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric;

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