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|'''Control section.''' Used to define actor-specific behavior, including actors which appear from switches, enemy kill tags, etc., as well actors which use flags to mark a state, e.g. whether you've picked it up yet or not.
|'''Actor Switches'''. Defines 4 actor switches for the event. These are used for the spawn behavior of many things like small keys, chests, NPCs, loading zones, etc.
Every value in this section is a u16.




Actors affected by these (e.g. a chest that appears after killing enemies, or a door that opens when pressing a switch) have the value 0x0101.
First there is 4 bytes which define the usage of actor switches 0-3 respectively:


Actors which control this behavior (e.g. the switch, enemy kill tag, etc.) have the value 0x0201.
* 0: uncertain purpose. Observable on dungeon torches (ObjDungeonFaceLamp)
* 1: The actor switch is the index of a global flag.
* 2: Unknown. Usually the corresponding switch is 0x01. Possibly used to indicate the value to use for something else, e.g. setting a flag. Can be observed on most(?) loading zones, TagHolocaustChecker, etc.
* 3: So far not seen.
* 4: The switch is unused.


Actors not intended to be a part of this behavior omit this value. Other values have been observed here but aren't yet understood. (e.g. 0x0202)


The value 0x0401 here indicates conditional spawning based on the value of a flag. If the flag at the specified index (specified a few values later) is not set, this actor will not exist in the game world.
Following this are the four actor switch definitions, each 2 bytes (u16).
 
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|0x84
Following this value, or immediately after the parameters if it hasn't been used, holds the value 0x0404.
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|'''Unknown'''.
 
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Following that is a list of game flag indices.
|0x90
 
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Listed first, if applicable, is the flag for whether the actor has been made to appear (for falling keys/spawn chests).  
|For actors that are longer than 0x90 bytes, this section is used for more data. The purpose so far is not clear, but often seems to be similar in structure to the parameters section.
 
Next, if applicable, is the flag for whether the actor has been picked up/opened (for fallen keys, chests, doors, etc).
 
 
The rest of the section will be 0 if not used.
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=====Notes on Parameters for Specific Actors=====
=====Notes on Parameters for Specific Actors=====
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