It's why some Red enemies become Blue, then Black, then Silver over the course of a playthrough.
This means castle blights do not give any scaling points. /r/zelda is the hub for anything and everything The Legend of Zelda - the iconic Nintendo series.
In activating the control units and other activities, you must have killed enough other monsters to break the 1200 points to spawn silvers. Interestingly, the Windblight AI function doesn't check the actor tag but the actor name instead. // so go down the list until there are no more entries for the requested weapon.
Otherwise, the weapon will get modifiers from exactly the specified tier. From ZeldaMods, a wiki dedicated to research and documentation for. If a bokoblin fell into the water, or was defeated by a passerby, it still counts. // some checks using 'unknown' here which seems to be a pointer to the actor, // find the first weapon entry for which the player has enough points. What do the numbers in the inventory for clothes and weapons mean. Killing enemies is the only way to receive points. Thus, blights that are fought in the Castle always have 800+3×400 = 2000 HP regardless of story progression. The scaling system is based on a point system. the durability or attack power increase) are determined from bgparamlist (with a copy of the information in ActorInfoData).
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power. For example, 0 ('None') doesn't mean a weapon will never receive a modifier. Sometimes lightning can kill an enemy, or they drown in the water, or another enemy kills them. Sets up byml structures for reading Ecosystem/LevelSensor.byml. About restocking arrows in shops by entering the Trial of the Sword. Illusory Realm blights possess the EnemySiteBoss_R actor tag. Controls whether an enemy only shows up in Master Mode. Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'. Haha good times. That automatically scales everything by 1. After the next blood moon, Lynels started to turn silver. I did kill small number of monsters during this period, but it's really insignificant (particularly, I didn't kill any Lynels). Looks like you're using new Reddit on an old browser. This actor property controls the minimum modifier tier that a weapon can receive. I killed all Ganon blights, but did not activate any main control unit. The actor does not have the NotCountDefeatedNum, and WorldMgr::sInstance->isAocField (current map is Trial of the Sword), and WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword), "Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true. Called from treasure chest code, enemy actors[check], Ecosystem::LevelSensor::scaleActor. When loading enemies, the game will always try to scale enemies. Press question mark to learn the rest of the keyboard shortcuts. Given a weapon name, its modifier and current point status, this function returns the weapon to actually spawn and the modifier to use (if possible). Weapons from NPC's (so the Hylian Shield from Grante) can't have modifiers. "Sony's not a Japanese company anymore just America's dog.". So they will always have 500+4×250 = 1500 HP. Calculates weapon and enemy scaling points using a list of flags and configuration values. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. This function is called by Ecosystem::init from ksys::InitializeApp. // or until we reach a modifier that requires more points. Chances are you were close before you activated them, and just managed to go over the threshold while doing so. The entire difficulty scaling system in Breath of the Wild is based on enemy kills. It just means that the developers haven't forced the weapon to spawn with a blue/yellow modifier. Why isn't the teleportation horse armor isn't working? Those that belong to the Yellow tier are usually superior to the other ones. // requires more points. You get points for those deaths as well. Thanks. 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.
However, the scaling function won't do anything if 'LevelSensorMode' is < 1 and will leave the enemy and any weapons they may hold unscaled. weapons may be scaled) for a weapon if: Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases. Their health is determined by the base HP (set in GeneralParamList) and blight defeat flags. Difficulty scaling? // not_rank_up means there is no link between weapons; // this table is just used to look up modifiers. Knight -> Royal). Does anyone know what's going on? I think the lack of level scaling only works well if you give every enemy a certain chracteristic. If you kill 10 of them you get points for each of those 10 kills. Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.
If you killed 10 (max points) of each red, blue, and white maned lynel, that's another 380. That bonus type is unused in the game. This page was last edited on 29 May 2020, at 16:07. Durability Up, Attack Up) are entirely random. The Ecosystem::LevelSensor subsystem is responsible for converting these kill counts to points using a configuration file. Internally and in assets such as map units, the following values are used for modifiers: If scaling is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met. There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). To make things easier to understand, here are links to: This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily. Both scaling functions will immediately return without doing anything if: This means that scaling is always disabled in the Trial of the Sword. "I have no justification for my positions" - Sailor_Razor. But reflecting lasers on flying guardians isn't exactly easy or intuitive.
Red Bokoblin south of the Great Plateau). In summary, for non-amiibo weapons, an attack up results in a randomized attack power. Also remember that and killed monster raises the count. I killed all Ganon blights, but did not activate any main control unit. Yes, you get points for killing enemies with ancient arrows. You need 1,868 scaling points to get yellow modifiers on the Hylian Shield in the treasure chest in Hyrule Castle. "This low-level gel monster is engulfed in freezing-cold air. Where can I find an enemy that holds the great frostblade? The subsystem provides two functions (scaleWeapon and scaleActor) that may be called when a weapon or enemy actor is created. https://www.reddit.com/r/zelda/comments/6gg5zj/explaining_enemy_scaling_in_botw/. So if you visit 10 caves at level 5, all the enemies there will stay that way forever.
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