Sly 1:Difficulty: Difference between revisions
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{{About|game mechanic|data structure|Sly 1:DIFFICULTY}}
'''Difficulty''', also called '''suck''', '''uSuck''' or '''noob mode''', is the mechanic by which the game dynamically becomes easier or harder depending on your gameplay.▼
{{Infobox game mechanic
| name= Difficulty
| image= File:Sly 1 noob charm.png
| caption= After dying multiple times, you are granted a lucky charm
| sly1= y
}}
▲'''Difficulty''', also called '''suck''', '''uSuck''' or '''noob mode''', is the mechanic by which the game dynamically becomes easier
== Sly 1 ==▼
== Difficulty levels ==
Sly 1 has three difficulty levels: easy, medium, and hard. Each one has a corresponding global <tt>DifficultyLevel</tt> struct in the elf. During a transition, before loading the map, the function <code>LoadSwFromBrx</code> calls <code>OnDifficultyWorldPreLoad</code>, which sets the current difficulty level based on the following criteria:
* If the [[gameworld]] is <tt>GAMEWORLD::Intro or</tt> <tt>GAMEWORLD::Clockwerk</tt>, or if the current [[worldlevel]] is <tt>WORLDLEVEL::Hub</tt>, then it sets the easy difficulty.
* If the <tt>FLS::KeyCollected</tt> flag has not been set on the current level, then it sets the medium difficulty.
* In all other cases it sets the hard difficulty.
This means that the Prologue, World 5, and hub maps are always easy, and all other maps are initially medium but become hard once you collect the key. Levels which don't have a key are always medium.
Later on, the game calls <code>OnDifficultyWorldPostLoad</code>. This function compares the player’s current uSuck to the current difficulty level.▼
The player is assigned a uSuck score between 0.0 and 1.0 for each individual level. These scores are stored on the [[LS|level states]] in the save file. There is a global [[Sly 1:DIFFICULTY|DIFFICULTY]] struct called <code>g_difficulty</code> that tracks some difficulty values and stores a pointer to the current <tt>DifficultyLevel</tt> struct.
* If the current uSuck is above the difficulty’s <code>uSuckCharmLo</code>, it grants the player a silver charm.▼
* If the current uSuck is above the difficulty’s <code>uSuckCharmHi</code>, it grants the player a gold charm.▼
=== Changing suck ===
On the easy and medium difficulty, your uSuck increases by a 0.1 each time you die. Triggering a checkpoint for the first time lowers your suck by 0.8, and collecting a key resets your suck to 0. These changes happen by function calls to <code>OnDifficultyPlayerDeath</code>, <code>OnDifficultyTriggerCheckpoint</code>, and <code>OnDifficultyCollectKey</code> respectively.
On the hard difficulty, uSuck is always locked at 0, even if something would normally increase it. This is because each difficulty level stores a [[Sly 1:LM|limit]] that the suck value is always clamped between; for easy and medium, this limit is from 0.0 to 1.0, but for the hard difficulty this limit is from 0.0 to 0.0.
== Sly 2 ==▼
== Lucky charms ==
▲
▲* If the player's current uSuck
▲* If the player's current uSuck
The values of <code>uSuckCharmLow</code> and <code>uSuckCharmHigh</code> are determined by the currently difficulty, but for some reason they are the same for all difficulties. However, you will never get a charm on the hard difficulty because your uSuck is locked at 0.
Difficulty also controls how many coins drop when you break something or kill an NPC, but this is not affected the difficulty level.{{Check}} Each time the player breaks something, the function <code>OnDifficultyBreak</code> is called to calculate the number of coins to drop.
{{Navbox Sly 1}}
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