The Difficulty.GDA file sets the mechanisms that rules the chosen difficulty to play the game with.
Some of the fields are self-explanatory, others are less or more clearly explained in the comments of the toolset excel spreadsheet, but others aren't.
I would like to know what certain fields means exactly, and how they work, if someone can help. Here is a list of all of them, I marked the ones I need help for :
STRREF / DESCSTRREF / AUTOSCALE / FRIENDLYFIRE / ENEMYFLANKBONUS / Suffix / AttackBonus / DefenseBonus / DamageBonus / HealingModifier / DmgScalingThresh / SRMod / SRModPlayer / DRMod / DRModPlayer / ReactiveLimit / AIAbilityUseMod / ReactiveChance / TrapDmgScale
- Autoscale : I totally don't know what this is for. Hard and nightmare have the same values here (280), that's 175 for normal and 279 for casual.
- FriendlyFire : that should be obvious, but it isn't for me. All the settings for different difficulties are the same : "1". According to the options description, casual difficulty forbid friendly fire, normal halves it, and the others allow it fully. So, wouldn't it should be, starting from casual to nightmare : 0, 0.5, 1, 1 ?
- DmgScalingThreshold : comment in the excel sheet : "Any damage past this threshold gets scaled by rank. Usually down. Suggest value of 1 for Casual difficulty on Consoles." I don't understand the mechanism of this parameter.
- AIabilityUseMod : I understand that this parameter decreases the cost of abilities used by enemies so they can use them more often. Is that right ?
Thank you.
Modifié par Stiphius Herk, 14 mars 2010 - 01:25 .





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