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
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
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.