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Difficulty modes: Difference between revisions

revised layout of difficulty factors and added explanations for all of them
m (oops)
(revised layout of difficulty factors and added explanations for all of them)
 
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Oni's difficulty setting appears simple: a menu that lets you choose Easy, Normal or Hard. But the effects of each mode on the game are complex. As a general rule, increasing the difficulty means that enemies will be upgraded to tougher classes (e.g. green to blue, blue to red), will have more health and will fight harder. Konoko's health will also change on Easy. Read on for the exact changes at each difficulty level. Advice for modders who want to work with difficulty levels is found at the end.
Oni's difficulty setting appears simple: a menu that lets you choose Easy, Normal or Hard. But the effects of each mode on the game are complex. As a general rule, increasing the difficulty means that enemies will be upgraded to tougher classes (e.g. green to blue, blue to red), will have more health and will fight harder. Konoko's health will also change on Easy. Read on for the exact changes at each difficulty level. Advice for modders who want to work with difficulty levels is found at the end.


==Easy==
Note that these changes are applied on top of the enemy class upgrades mentioned previously. Higher-level enemies not only have more base HP but melee profiles which grant them better combat skills all around, including blocking and dodging.
Note that these factors apply to enemies, not Konoko, except for the player health factor. Also note that these changes are applied on top of the enemy class upgrades mentioned previously. Higher-level enemies have melee profiles which grant them better combat skills all around, including blocking and dodging attacks.


*Notice factor: 70% ("notice" refers to how often the AI notices an incoming attack and can consider blocking/dodging it)
{| class="wikitable"
*Block factor: 60%
!Factor
*Dodge factor: 80%
!Easy
*Weapon inaccuracy factor: 120%
!Normal
*Enemy health factor: 100%
!Hard
*Player health factor: 130%
|-
|{{Hover|AI melee notice|text=Chance that AI will notice incoming attack. If it notices it, it may be able to block or dodge it.}}
|0.70
|1.00
|1.40
|-
|{{Hover|AI melee block|text=Chance that AI will attempt to block attack.}}
|0.60
|1.00
|1.30
|-
|{{Hover|AI melee dodge|text=Chance that AI will attempt to dodge attack.}}
|0.80
|1.00
|1.50
|-
|{{Hover|AI weapon inaccuracy|text=Multiplier for size of the cone of fire when AI is using a weapon.}}
|1.20
|1.00
|0.60
|-
|{{Hover|Enemy health|text=If an AI is hostile to Konoko, their starting health and max health will be multiplied by this factor.}}
|1.00
|1.00
|1.25
|-
|{{Hover|Konoko health|text=Upon starting in a level, Konoko's health and max health will be multiplied by this factor. Thus on Easy her starting health will be 260 HP out of 260 HP max.}}
|1.30
|1.00
|1.00
|}


==Normal==
==Modder information==
*Notice factor: 100%
*Block factor: 100%
*Dodge factor: 100%
*Weapon inaccuracy factor: 100%
*Enemy health factor: 100%
*Player health factor: 100%
 
==Hard==
*Notice factor: 140%
*Block factor: 130%
*Dodge factor: 150%
*Weapon inaccuracy factor: 60%
*Enemy health factor: 125%
*Player health factor: 100%
 
==Engine information==
The current difficulty level is stored in [[persist.dat]]. It's ''read'' with the BSL function <tt>[[difficulty|difficulty()]]</tt> but can only be ''changed'' through the UI of the Options screen. (It's interesting to note that Oni's vanilla scripting never reads the difficulty level and uses it to change anything.)
The current difficulty level is stored in [[persist.dat]]. It's ''read'' with the BSL function <tt>[[difficulty|difficulty()]]</tt> but can only be ''changed'' through the UI of the Options screen. (It's interesting to note that Oni's vanilla scripting never reads the difficulty level and uses it to change anything.)


See [[XML:ONCV]] for setting up enemy variants based on difficulty, [[XML:BINA/OBJC/MELE]] for melee profiles, and [[XML:ONGS]] for the factors listed above.
See [[XML:ONCV]] for setting up enemy variants based on difficulty, [[XML:BINA/OBJC/MELE]] for melee profiles which vary by difficulty, and [[XML:ONGS]] for the source of the difficulty level constants above.


[[Category:Engine docs]][[Category: Oni Support]]
[[Category:Engine docs]][[Category: Oni Support]]