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Version: 1.0.0

Struct LevelScaling

Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll

The level the session's leveled lists roll at.

[ArchetypeMixin]
[Extends(typeof(World), "")]
public readonly struct LevelScaling : IArchetypeMixin, IArchetypeQueryable, IEntityShape

Implements​

IArchetypeMixin, IArchetypeQueryable, IEntityShape

Inherited Members​

object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()

Properties​

LevelBlend​

Where between the lowest (0) and the highest (1) player level leveled lists roll.

public float LevelBlend { get; set; }

Property Value​

float

Policy​

Whether level scaling is on.

public ScalingPolicy Policy { get; set; }

Property Value​

ScalingPolicy

Methods​

Keep()​

This entity, which it already is: a loop over this shape hands over the shape itself.

public LevelScaling Keep()

Returns​

LevelScaling

Remarks​

Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.