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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CEObrainz</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-05-30T22:58:52Z</updated>
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	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11747</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11747"/>
		<updated>2023-02-22T21:38:38Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* BitIndex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|SequenceLoop&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether a sequence (Used with TypeIndex 61) is set to repeat&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*5 - Unknown (believed to check if Link is carrying an object)&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped. (First Child is False, Second Child is True)&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*36 - Unknown (believed to check if Link is locked onto a target)&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire). (First Child is False, Second Child is True)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11746</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11746"/>
		<updated>2023-02-22T21:04:25Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Ranges */  Added BitIndex 36&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|SequenceLoop&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether a sequence (Used with TypeIndex 61) is set to repeat&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*5 - Unknown (believed to check if Link is carrying an object)&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped. (First Child is False, Second Child is True)&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*36 - Unknown (believed to check if Link is locked onto a target)&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11745</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11745"/>
		<updated>2023-02-11T21:42:37Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* BitIndex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|SequenceLoop&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether a sequence (Used with TypeIndex 61) is set to repeat&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*5 - Unknown (believed to check if Link is carrying an object)&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped. (First Child is False, Second Child is True)&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11739</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11739"/>
		<updated>2023-02-02T12:09:04Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Parameters */ Added SequenceLoop to Parameters table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|SequenceLoop&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether a sequence (Used with TypeIndex 61) is set to repeat&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*5 - Unknown (believed to check if Link is carrying an object)&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11738</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11738"/>
		<updated>2023-02-02T11:42:12Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* BitIndex */ Added BitIndex 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*5 - Unknown (believed to check if Link is carrying an object)&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11737</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11737"/>
		<updated>2023-02-01T18:24:12Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: Undo revision 11736 by CEObrainz (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11736</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11736"/>
		<updated>2023-02-01T17:59:33Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* BitIndex */ Added BitIndex 36&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.&lt;br /&gt;
*17 - Unknown (believed to check whether Link is airborne)&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*36 - Unknown (believed to check if weapon is ignited)&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.&lt;br /&gt;
*29 - Seems to determine when a weapon will bind to a bone. &amp;lt;ref&amp;gt;Player_WeaponEquipOn.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Seems to allow Link&#039;s attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*14 - Defines when an animation will block attack damage using Link&#039;s equipped shield.&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*22 - Unknown. Found in Link&#039;s Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can&#039;t be applied to other attack animations.&lt;br /&gt;
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value &amp;quot;OnlyEye&amp;quot;.&lt;br /&gt;
*35 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=11726</id>
		<title>Bshop</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=11726"/>
		<updated>2022-11-02T00:05:48Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* [TableName]  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bshop|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;ShopData&#039;&#039;&#039; (&#039;&#039;bshop&#039;&#039;) configures what items can be sold by NPCs, stock numbers and prices.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameter objects==&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|TableNum||int||Number of tables&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=Table%02d|start_idx=1}}||str64||Name of the shop table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==={{Placeholder AAMP param name|name=[TableName]}} ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|ColumnNum||int||Number of items&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemSort%03d|start_idx=1}}||int||Sort value&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemName%03d|start_idx=1}}||str64||Item actor name&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemNum%03d|start_idx=1}}||int||Maximum stock&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemAdjustPrice%03d|start_idx=1}}||int||Value to add or subtract to the item buying price&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemLookGetFlg%03d|start_idx=1}}||bool||Whether to use IsGet Flag for Shop Table Visibility&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows the item to be skipped when generating the shop table if the actor&#039;s IsGet flag is false&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemAmount%03d|start_idx=1}}||int||{{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:NpcShop.jpg|500px|right|Example]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Npc_Road_010.bshop&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
!io&lt;br /&gt;
version: 0&lt;br /&gt;
type: xml&lt;br /&gt;
param_root: !list&lt;br /&gt;
  objects:&lt;br /&gt;
    Header: !obj {TableNum: 2, Table01: !str64 Normal, Table02: !str64 Rain}&lt;br /&gt;
    Normal: !obj&lt;br /&gt;
      ColumnNum: 4&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 2&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 2&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 3&lt;br /&gt;
      ItemName003: !str64 Item_Material_06&lt;br /&gt;
      ItemNum003: 5&lt;br /&gt;
      ItemAdjustPrice003: 2&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 5&lt;br /&gt;
      ItemName004: !str64 Item_Material_04&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 1&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
    Rain: !obj&lt;br /&gt;
      ColumnNum: 5&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 0&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 0&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 2&lt;br /&gt;
      ItemName003: !str64 Item_Material_05&lt;br /&gt;
      ItemNum003: 10&lt;br /&gt;
      ItemAdjustPrice003: 0&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 3&lt;br /&gt;
      ItemName004: !str64 Item_Material_01&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 0&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
      ItemSort005: 4&lt;br /&gt;
      ItemName005: !str64 Item_Material_02&lt;br /&gt;
      ItemNum005: 5&lt;br /&gt;
      ItemAdjustPrice005: 0&lt;br /&gt;
      ItemLookGetFlg005: false&lt;br /&gt;
      ItemAmount005: 0&lt;br /&gt;
  lists: {}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=11725</id>
		<title>Bshop</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=11725"/>
		<updated>2022-11-01T20:32:32Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* [TableName]  */ Updated ItemLookGetFlg Description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bshop|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;ShopData&#039;&#039;&#039; (&#039;&#039;bshop&#039;&#039;) configures what items can be sold by NPCs, stock numbers and prices.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameter objects==&lt;br /&gt;
===Header===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|TableNum||int||Number of tables&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=Table%02d|start_idx=1}}||str64||Name of the shop table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==={{Placeholder AAMP param name|name=[TableName]}} ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|ColumnNum||int||Number of items&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemSort%03d|start_idx=1}}||int||Sort value&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemName%03d|start_idx=1}}||str64||Item actor name&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemNum%03d|start_idx=1}}||int||Maximum stock&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemAdjustPrice%03d|start_idx=1}}||int||Value to add or subtract to the item buying price&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemLookGetFlg%03d|start_idx=1}}||bool||Toggles actor visibility based on related IsGet flag&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemAmount%03d|start_idx=1}}||int||{{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
[[File:NpcShop.jpg|500px|right|Example]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Npc_Road_010.bshop&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
!io&lt;br /&gt;
version: 0&lt;br /&gt;
type: xml&lt;br /&gt;
param_root: !list&lt;br /&gt;
  objects:&lt;br /&gt;
    Header: !obj {TableNum: 2, Table01: !str64 Normal, Table02: !str64 Rain}&lt;br /&gt;
    Normal: !obj&lt;br /&gt;
      ColumnNum: 4&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 2&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 2&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 3&lt;br /&gt;
      ItemName003: !str64 Item_Material_06&lt;br /&gt;
      ItemNum003: 5&lt;br /&gt;
      ItemAdjustPrice003: 2&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 5&lt;br /&gt;
      ItemName004: !str64 Item_Material_04&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 1&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
    Rain: !obj&lt;br /&gt;
      ColumnNum: 5&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 0&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 0&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 2&lt;br /&gt;
      ItemName003: !str64 Item_Material_05&lt;br /&gt;
      ItemNum003: 10&lt;br /&gt;
      ItemAdjustPrice003: 0&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 3&lt;br /&gt;
      ItemName004: !str64 Item_Material_01&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 0&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
      ItemSort005: 4&lt;br /&gt;
      ItemName005: !str64 Item_Material_02&lt;br /&gt;
      ItemNum005: 5&lt;br /&gt;
      ItemAdjustPrice005: 0&lt;br /&gt;
      ItemLookGetFlg005: false&lt;br /&gt;
      ItemAmount005: 0&lt;br /&gt;
  lists: {}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Text_modding&amp;diff=11653</id>
		<title>Help:Text modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Text_modding&amp;diff=11653"/>
		<updated>2022-08-02T09:17:41Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Choices */ Tweaks to variable_kind control and choice control&amp;#039;s unknown value.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Breath of the Wild&#039;&#039; uses a very flexible system for implementing the large majority of text features in the game, including but not limited to dialogue, signboards, quest logs, item descriptions, and menus. This guide will explain how to utilize this system.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
There are two recommended toolsets for modding text:&lt;br /&gt;
&lt;br /&gt;
*[[Help:Tools/Wild Bits|Wild Bits]]&lt;br /&gt;
*[https://github.com/NiceneNerd/Hyrule-Builder Hyrule Builder] and a text editor that supports YAML&lt;br /&gt;
&lt;br /&gt;
==Accessing the files==&lt;br /&gt;
All text in the game is located inside the &amp;lt;code&amp;gt;content/Pack/Bootup_xxXX.pack&amp;lt;/code&amp;gt; files in what are called [[message archives]]. The &amp;lt;code&amp;gt;xxXX&amp;lt;/code&amp;gt; is the locale of the message contents. If you want your mod to support multiple locales, you&#039;ll need to make your text changes in every locale file you want to support.&lt;br /&gt;
&lt;br /&gt;
Copy the message pack(s) you want to edit into your mod folder, then either open them with Wild Bits or unbuild your mod folder with Hyrule Builder. (If you use the latter, the new location of the message pack(s) will be &amp;lt;code&amp;gt;content/Message&amp;lt;/code&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
Read about [[message archives]] for more information on what the subfolders are for.&lt;br /&gt;
&lt;br /&gt;
==Editing the files==&lt;br /&gt;
If you&#039;re modding text for an NPC, signboard, item, etc. &#039;&#039;&#039;that already exists&#039;&#039;&#039;, simply find and open the corresponding file. If you&#039;re creating a &#039;&#039;&#039;brand-new&#039;&#039;&#039; NPC, signboard, or quest, you&#039;ll need to create a new file inside of the corresponding folder. The easiest way to do this is by copying an existing message file in the same folder and deleting the entirety of the &amp;lt;code&amp;gt;entries&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02)&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;attributes&amp;lt;/code&amp;gt; section, while not fully understood, seems to label the actor that is speaking the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section. It is unknown if this has any effect in-game.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L120&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In the game, the nodes within the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section are played back top-to-bottom.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of what a single key looks like in MSYT:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
  talk65:&lt;br /&gt;
    attributes: Npc_AncientDoctor&lt;br /&gt;
    contents:&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
      - text: &amp;quot;This is the &amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
      - text: Hateno Ancient Tech Lab&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
      - text: &amp;quot;!&amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
      - text: &amp;quot;\nClick, snap!&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text nodes===&lt;br /&gt;
A text node is a basic container for text.&lt;br /&gt;
&lt;br /&gt;
Breath of the Wild does not have built-in text wrapping, so line breaks must be specified in the message file itself. You can use [https://lisa-wolfgang.github.io/Bubble-Wrap/ Bubble Wrap] to help visualize and automatically format your text. To fit aesthetically with the game, all dialogue should be wrapped after a certain width, which the tool also does for you. However, text is often wrapped earlier than this to achieve better visual balance, i.e. to prevent there being only one or two words on a single line, or to break up the text in a way that makes sense, i.e. to emphasize an object, location, action, or task.&lt;br /&gt;
&lt;br /&gt;
The game allows three lines of text per bubble for dialogue and signboards. If there are more than three lines, only the first three lines will be shown initially; the game will then prompt the player to advance the dialogue, which will repeat the process with the remaining lines. To display only one or two lines in a bubble but still have text in following bubbles, use multiple consecutive line breaks until the number of lines exceeds three.&lt;br /&gt;
&lt;br /&gt;
In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; (for line breaks) and &amp;lt;code&amp;gt;\&amp;quot;&amp;lt;/code&amp;gt; (for double-quotes) must be used. This is called &amp;quot;escaping&amp;quot; the characters.&lt;br /&gt;
&lt;br /&gt;
When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L98&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Control nodes===&lt;br /&gt;
&lt;br /&gt;
====Color====&lt;br /&gt;
A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of &amp;lt;code&amp;gt;kind&amp;lt;/code&amp;gt; -- &amp;quot;colour&amp;quot;.)&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;colour&amp;lt;/code&amp;gt; is the name of the color to set: &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_grey&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;orange&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L62&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The color setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached. To set the color back to white, use the &amp;lt;code&amp;gt;reset_colour&amp;lt;/code&amp;gt; control node:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;From a game design standpoint, &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt; is used for the most important bits of information in a piece of dialogue. &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt; is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt; is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt;. In the unmodded game, the other colors are only used in the menus.&lt;br /&gt;
&lt;br /&gt;
====Font====&lt;br /&gt;
A font-type control node sets the font that the text is displayed in.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: font&lt;br /&gt;
          font_kind: hylian&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;font_kind&amp;lt;/code&amp;gt; is the name of the font to set: &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;hylian&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L43&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The font setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached.&lt;br /&gt;
&lt;br /&gt;
====Icons====&lt;br /&gt;
An icon-type control node displays the specified icon inline with the text.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: icon&lt;br /&gt;
          icon: y&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; is the name of the icon to show. Options include arrows (&amp;lt;code&amp;gt;right_arrow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;left_arrow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;up_arrow&amp;lt;/code&amp;gt;) and controller-related images (&amp;lt;code&amp;gt;gamepad&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;zl&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;zr&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_press&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_forward&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_back&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;r_stick_press&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_down&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_left&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_up&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_right&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;plus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;minus&amp;lt;/code&amp;gt;).&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L47&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pausing====&lt;br /&gt;
A pause-type control node &amp;quot;pauses&amp;quot; for a period of time before playing back the subsequent nodes.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; is how long to pause for: &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L54&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration of a pause can also be specified in frames by using the &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; parameter:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L58&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          frames: 30&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;It has not been tested if this assumes a 30FPS frame rate.&lt;br /&gt;
&lt;br /&gt;
A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt; is typically used after regular sentences while &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt; are used after exclamations, questions, and ponderings. The specific duration depends on the desired emphasis for the preceding sentence.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
A size-type control node sets the size that the text is displayed in:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: text_size&lt;br /&gt;
          percent: 100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is a percentage value relative to the default text size.&lt;br /&gt;
&lt;br /&gt;
In the unmodded game, &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; is used for any small text, and &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; is used for any large text. Other values have not been tested for efficacy.&lt;br /&gt;
&lt;br /&gt;
====Variables====&lt;br /&gt;
A variable-type control node inserts the value of the specified game variable into the text.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89&amp;lt;/ref&amp;gt; Examples include displaying the score of a minigame, showing the cost of the selected item, etc.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: variable&lt;br /&gt;
          variable_kind: 19&lt;br /&gt;
          name: Gerudo_CarryIce_s&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The purpose of &amp;lt;code&amp;gt;variable_kind&amp;lt;/code&amp;gt; refers to the kind of Game Flag that is referenced (this includes strings, int and float values).&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the variable to insert.&lt;br /&gt;
&lt;br /&gt;
Refer to existing in-game implementations of variables to determine how to use them in your dialogue. Usage of variables requires the associated event to be configured to set them.&lt;br /&gt;
&lt;br /&gt;
===Dialogue-only control nodes===&lt;br /&gt;
&lt;br /&gt;
====Animations====&lt;br /&gt;
An animation-type control node plays an animation on the currently speaking NPC.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: animation&lt;br /&gt;
          name: Think_00&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; refers to the name of an animation defined in the speaking NPC&#039;s &amp;lt;code&amp;gt;.bfres&amp;lt;/code&amp;gt; file in &amp;lt;code&amp;gt;content/Model&amp;lt;/code&amp;gt;. You can use [[Help:Tools/Switch Toolbox|Switch Toolbox]] to browse the available animations.&lt;br /&gt;
&lt;br /&gt;
====Auto-advance====&lt;br /&gt;
An auto-advance-type control node &amp;quot;automatically advances&amp;quot; to the next dialogue bubble (without player input) after a given period of time.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L28&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: auto_advance&lt;br /&gt;
          frames: 101&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; is the number of frames to wait before auto-advancing. It has not been tested if this assumes a 30FPS frame rate.&lt;br /&gt;
&lt;br /&gt;
====Choices====&lt;br /&gt;
A choice-type control node presents one or more selectable dialogue choices for Link.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: choice&lt;br /&gt;
          choice_labels:&lt;br /&gt;
            - 9&lt;br /&gt;
            - 10&lt;br /&gt;
            - 11&lt;br /&gt;
            - 12&lt;br /&gt;
          selected_index: 0&lt;br /&gt;
          cancel_index: 3&lt;br /&gt;
          unknown: 8&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;If you only want to present one dialogue choice (to make NPC monologues more interactive) use the &amp;lt;code&amp;gt;single_choice&amp;lt;/code&amp;gt; control node:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L69&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: single_choice&lt;br /&gt;
          label: 9&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The text for dialogue choices is not defined directly. It must be defined in keys whose identifiers are four-digit numbers surrounded by double-quotes. (e.g. &amp;lt;code&amp;gt;&amp;quot;0009&amp;quot;&amp;lt;/code&amp;gt;, which corresponds with the &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; under &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; is the choice that is selected by default when the choice selector appears, based off of a zero-indexed list (where 0 is first, 1 is second, 2 is third, and 3 is fourth) of the &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt;. It does &#039;&#039;&#039;not&#039;&#039;&#039; refer to choices with the same number system as labels. For example, trying to put &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; as the value of &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; in the example above would not work because the list is only four items long; in that case, you would want to put &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;. From a game design standpoint, this should usually refer to the first choice, &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;cancel_index&amp;lt;/code&amp;gt; is the choice that is selected when the player presses the B button. It refers to the same zero-indexed list as &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt;. From a game design standpoint, this should usually refer to the last choice.&lt;br /&gt;
&lt;br /&gt;
As implied by its name, the purpose of &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; is not understood. It has been observed that in instances where dialogue choices only include two options, the unknown field is set to &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;. Similarly for cases where there are 3 or 4 options the values &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; are used respectively.&lt;br /&gt;
&lt;br /&gt;
To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event &amp;lt;code&amp;gt;EventSystemActor::GeneralChoiceX&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is the number of choices available.&lt;br /&gt;
&lt;br /&gt;
====Sounds====&lt;br /&gt;
A sound-type control node plays a sound effect from the currently speaking NPC.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The numbers under &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; are not fully understood. However, it &#039;&#039;is&#039;&#039; known that with the bottom number set to 0, certain values of the top number have the following behaviors:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Facial Emotion&lt;br /&gt;
!Sound&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Normal&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pleasure&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Anger&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sorrow&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Shock&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Thinking&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Normal&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Pleasure&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Anger&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sorrow&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Shock&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Thinking&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;sound2&amp;lt;/code&amp;gt; control node. It is unknown how this differs from the &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; control node.&lt;br /&gt;
&lt;br /&gt;
==Saving the files==&lt;br /&gt;
If you&#039;re using Wild Bits, make sure that you save every file you edit. However, this only &amp;quot;saves&amp;quot; to a temporary unsaved version of the message pack. When you&#039;re done, &#039;&#039;&#039;remember to save the entire pack&#039;&#039;&#039; in the SARC tab. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hyrule Builder, simply ensure that your files are saved from the text editor. You&#039;ll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Action/ChangeEmotion&amp;diff=11647</id>
		<title>AIDef:Action/ChangeEmotion</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Action/ChangeEmotion&amp;diff=11647"/>
		<updated>2022-07-31T21:01:47Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* DynamicInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=ChangeEmotion&lt;br /&gt;
|type=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EmotionType || String ||  || &lt;br /&gt;
List of Emotion Values:&lt;br /&gt;
* Normal&lt;br /&gt;
* Thinking&lt;br /&gt;
* Sorrow&lt;br /&gt;
* Pleasure&lt;br /&gt;
* Anger&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IsOnlyFace || Bool ||  || Whether the Emotion affects only facial animations or the entire model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Demo_ChangeEmotion (HeroSoulGift_Rito) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HeroSoulGift_Rito&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (HiddenKorokAir) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HiddenKorokAir&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (HeroSoulGift_Gerudo) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HeroSoulGift_Gerudo&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (DemoWaitNpcWithWarpEffect) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=DemoWaitNpcWithWarpEffect&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcHearts) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcHearts&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcRunner) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcRunner&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (ZoraHeroRelicBattle) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=ZoraHeroRelicBattle&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (Npc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=Npc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (HeroSoulGift_Zora) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HeroSoulGift_Zora&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (DemoNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=DemoNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (GreatGoddesStatue) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=GreatGoddesStatue&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTripMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTripMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (Npc_Gerudo_Queen) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=Npc_Gerudo_Queen&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTravelerWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTravelerWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (HeroSoulGift_Goron) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HeroSoulGift_Goron&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTravelerRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTravelerRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (Assassin) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=Assassin&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (Beacon_CookSet) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=Beacon_CookSet&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (AncientOven) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=AncientOven&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcHorseGod) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcHorseGod&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTeba) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTeba&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTravelerWarriorRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTravelerWarriorRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (FldObj_DLC_HeroMap_Relief) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=FldObj_DLC_HeroMap_Relief&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcHorseReceptionistDummy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcHorseReceptionistDummy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcHorseReceptionist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcHorseReceptionist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (GoronHeroDescendent) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=GoronHeroDescendent&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (DemoWaitNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=DemoWaitNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcStrangeBeacon2) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcStrangeBeacon2&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (ArmorProcessingFairy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=ArmorProcessingFairy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcUseBasicSignal) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcUseBasicSignal&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (HiddenKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=HiddenKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcVisibleTogglable) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcVisibleTogglable&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (BackseatKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=BackseatKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTebaTraining) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTebaTraining&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcMamonoShop) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcMamonoShop&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NPCOnlyWait) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NPCOnlyWait&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcChaseBlueFire) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcChaseBlueFire&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcTraveler) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcTraveler&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcArtist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcArtist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcClerk) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcClerk&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (DemoNpc_DekuTree) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=DemoNpc_DekuTree&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== Demo_ChangeEmotion (NpcUmayadoMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_ChangeEmotion&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=ChangeEmotion&lt;br /&gt;
|aiprog=NpcUmayadoMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11115</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11115"/>
		<updated>2022-04-30T19:16:13Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Prerequisites */ removed link to NW4F Wave converter as GitHub contains Nintendo Copyrighted material.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://www.foobar2000.org/components/view/foo_input_vgmstream vgmStream plugin] for previewing/converting BFWAV files&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. Any replacement BFWAV you make has to be the shorter than or the exact same length as the original file you are modding, which you can check by opening it in Foobar2000. Assuming you have made your new sound effect in .wav format comply with this, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Action/EventAppearRupeeAction&amp;diff=11112</id>
		<title>AIDef:Action/EventAppearRupeeAction</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Action/EventAppearRupeeAction&amp;diff=11112"/>
		<updated>2022-04-02T09:57:29Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* DynamicInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=EventAppearRupeeAction&lt;br /&gt;
|type=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| IsVisible || Int || 0 || 0 to show Rupee Counter or 1 to hide Rupee Counter&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Demo_AppearRupee (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_AppearRupee&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=EventAppearRupeeAction&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckResultOfNPCConflict&amp;diff=11111</id>
		<title>AIDef:Query/CheckResultOfNPCConflict</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckResultOfNPCConflict&amp;diff=11111"/>
		<updated>2022-03-09T15:56:51Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used to check the state of an NPC that is in or has recently been in combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CheckResultOfNPCConflict&lt;br /&gt;
|-&lt;br /&gt;
! Outcome !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Saved&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Saved&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Failed State (NPC was knocked out)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Whilst in combat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckResultOfNPCConflict (HiddenKorokAir) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=HiddenKorokAir&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (DemoWaitNpcWithWarpEffect) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=DemoWaitNpcWithWarpEffect&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcHearts) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcHearts&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcRunner) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcRunner&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (ZoraHeroRelicBattle) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=ZoraHeroRelicBattle&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (Npc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=Npc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (DemoNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=DemoNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (GreatGoddesStatue) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=GreatGoddesStatue&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTripMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTripMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (Npc_Gerudo_Queen) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=Npc_Gerudo_Queen&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTravelerWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTravelerWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTravelerRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTravelerRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (Assassin) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=Assassin&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (Beacon_CookSet) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=Beacon_CookSet&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (AncientOven) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=AncientOven&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcHorseGod) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcHorseGod&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTeba) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTeba&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTravelerWarriorRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTravelerWarriorRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (FldObj_DLC_HeroMap_Relief) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=FldObj_DLC_HeroMap_Relief&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcHorseReceptionistDummy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcHorseReceptionistDummy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcHorseReceptionist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcHorseReceptionist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (GoronHeroDescendent) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=GoronHeroDescendent&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (DemoWaitNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=DemoWaitNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcStrangeBeacon2) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcStrangeBeacon2&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (ArmorProcessingFairy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=ArmorProcessingFairy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcUseBasicSignal) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcUseBasicSignal&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (HiddenKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=HiddenKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcVisibleTogglable) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcVisibleTogglable&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (BackseatKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=BackseatKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTebaTraining) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTebaTraining&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcMamonoShop) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcMamonoShop&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NPCOnlyWait) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NPCOnlyWait&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcChaseBlueFire) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcChaseBlueFire&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcTraveler) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcTraveler&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcArtist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcArtist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcClerk) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcClerk&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (DemoNpc_DekuTree) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=DemoNpc_DekuTree&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckResultOfNPCConflict (NpcUmayadoMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckResultOfNPCConflict&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckResultOfNPCConflict&lt;br /&gt;
|aiprog=NpcUmayadoMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Map_unit&amp;diff=11110</id>
		<title>Map unit</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Map_unit&amp;diff=11110"/>
		<updated>2022-03-09T10:43:00Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Rails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Not to be confused with [[map]]s, [[Stage|stages]] or [[Scene|scenes]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Map units&#039;&#039;&#039; contain placement data for game maps (e.g. MainField/A-1). In other words, they are used to configure fixed object spawns on maps for actors such as scenery and enemies for example, in contrast to the [[AutoPlacement]] system, which dynamically spawns actors.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Two types of map units exist: &#039;&#039;Static&#039;&#039; and &#039;&#039;Dynamic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Static map units&#039;&#039;&#039; are loaded during stage generation (see [[GameScene]] for more details). Their name is suffixed with &amp;lt;code&amp;gt;_Static&amp;lt;/code&amp;gt;. They can contain both map rails and map objects; furthermore objects can be linked to each other to implement custom game logic using the [[#Link system]]. Static units are always loaded in memory and will be visible if the player is within the actor&#039;s &amp;lt;code&amp;gt;TraverseDist&amp;lt;/code&amp;gt; (draw distance) set in [[ActorInfo.product.sbyml]]. It&#039;s possible to see actors from the top-left to the bottom-right in open-world stages (MainField and AocField) if the &amp;lt;code&amp;gt;TraverseDist&amp;lt;/code&amp;gt; is set high enough. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic map units&#039;&#039;&#039; are loaded and unloaded on-the-fly. Their name is suffixed with &amp;lt;code&amp;gt;_Dynamic&amp;lt;/code&amp;gt;. The dynamic loading capability is only really put to good use for open-world type stages (e.g. MainField and AocField). In such map units, the link system cannot be used and only map objects can be specified. Dynamic units are considered to be loaded once the player is either inside of the map they are placed (always the case for CDungeon and MainFieldDungeon), or the player is (on MainField and AocField) located in one of the map-sections around the map-section the unit is placed in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:&#039;&#039;&#039; Player is located in &amp;lt;u&amp;gt;H-5&amp;lt;/u&amp;gt; so &#039;&#039;G-4, H-4, I-4, G-5- I-5, G-6, H-6 and I-6&#039;&#039; dynamic units are loaded in memory and will be displayed if the &amp;lt;code&amp;gt;TraverseDist&amp;lt;/code&amp;gt; is high enough.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;code&amp;gt;LocationPosX&amp;lt;/code&amp;gt;===&lt;br /&gt;
X coordinate of the center of the map unit.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;code&amp;gt;LocationPosZ&amp;lt;/code&amp;gt;===&lt;br /&gt;
Y coordinate of the center of the map unit.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;code&amp;gt;LocationSize&amp;lt;/code&amp;gt;===&lt;br /&gt;
Size of the map unit (side length of the square).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;code&amp;gt;Objs&amp;lt;/code&amp;gt;===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
Array of object structures. &#039;&#039;&#039;Must be sorted by HashId&#039;&#039;&#039;&amp;lt;ref&amp;gt;Technically, sorting is only required for Dynamic (non-group 0) map units. However, not sorting causes the game to fall back to a slower linear search.&amp;lt;/ref&amp;gt; because the placement subsystem performs binary searches on the object array in various cases&amp;lt;ref&amp;gt;0x7101256E14&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;code&amp;gt;Rails&amp;lt;/code&amp;gt;===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
Array of rail structures. Can only appear in group 0 maps (Static); this section is completely ignored for non-static map units.&lt;br /&gt;
&lt;br /&gt;
There are two primary types of Rails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|NavigationMeshRoad&lt;br /&gt;
|Used by Actors that are dynamically spawned along a route&lt;br /&gt;
|-&lt;br /&gt;
|Guide&lt;br /&gt;
|Used to send an actor through a pre-set route via RailPoints.&lt;br /&gt;
|}&lt;br /&gt;
Rails utilize nodes (&#039;&#039;&#039;NavigationMeshRoadPoint&#039;&#039;&#039; and &#039;&#039;&#039;GuidePoint&#039;&#039;&#039;) depending on the type of Rail in use. Rails are also configured to use a linear or Bezier rail type.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Node&lt;br /&gt;
!Param&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
!Default  Value&lt;br /&gt;
|-&lt;br /&gt;
|IsAdjustPosAndDirToPoint&lt;br /&gt;
|Determines whether the actor will turn and face the next rail point before moving.&lt;br /&gt;
|false&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|WaitFrame&lt;br /&gt;
|How long to wait at the current Rail Point.&lt;br /&gt;
|120.0&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagName&lt;br /&gt;
|Flag to set to On when the actor arrives at the Rail Point&lt;br /&gt;
|FirstOhenro_Point12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WaitASKeyName&lt;br /&gt;
|If set to wait, the AS to use whilst waiting.&lt;br /&gt;
|Surprised&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Next Distance&lt;br /&gt;
|The Distance between the current Rail Point and the next one.&lt;br /&gt;
|1.0853188&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevDistance&lt;br /&gt;
|The Distance between the current Rail Point and the previous one.&lt;br /&gt;
|31.7270927&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Scale&lt;br /&gt;
|Size of Rail &lt;br /&gt;
|&lt;br /&gt;
|0, 0, 0&lt;br /&gt;
|-&lt;br /&gt;
|Rotate&lt;br /&gt;
|Rotation of the Rail Point&lt;br /&gt;
|&lt;br /&gt;
|0, 0, 0&lt;br /&gt;
|-&lt;br /&gt;
|Translate&lt;br /&gt;
|The position of the Rail Point&lt;br /&gt;
|[38.73703, 280.20105, -2438.69751]&lt;br /&gt;
|0, 0, 0&lt;br /&gt;
|-&lt;br /&gt;
|ControlPoints&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UnitConfigName&lt;br /&gt;
|The Type of Rail Point&lt;br /&gt;
|GuidePoint&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Link system==&lt;br /&gt;
&#039;&#039;&#039;In static map units only&#039;&#039;&#039;, map objects can be linked to other objects (up to 255 in a single generation group&amp;lt;ref&amp;gt;&amp;quot;一つの生成グループに 255 以上のアクタが指定されています。テストで無ければプログラマに相談&amp;quot;&amp;lt;/ref&amp;gt;). These links allow implementing custom logic and callbacks. For example, DeadUp signals the destination object when the source object dies. This is used to implement enemy chests that only unlock after clearing an enemy camp.&lt;br /&gt;
&lt;br /&gt;
LinkTags and other tag objects are lightweight actors that are used to link objects together.&lt;br /&gt;
&lt;br /&gt;
Objects that are linked together, either directly or via indirect links, are put into the same &#039;&#039;&#039;generation group&#039;&#039;&#039; and loaded at the same time{{check}}. If the placement system fails to load an actor, the entire generation group is discarded.&lt;br /&gt;
&lt;br /&gt;
===Definitions===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
Cs means Constraint&amp;lt;ref&amp;gt;SliderCs links are handled by a function {{addr|a=0x7100F70D60|ver=nx-1.5.0}} that is also called by [[AIDef:Action/SwitchStepSliderConstraint]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!ID!!Name!!Description!!Official description&lt;br /&gt;
|-&lt;br /&gt;
|4||-AxisX||-||マイナスX軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|5||-AxisY||-||マイナスY軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|6||-AxisZ||-||マイナスZ軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|24||AreaCol||Area collision (link target is an Area object)||エリア(センサ)指定&lt;br /&gt;
|-&lt;br /&gt;
|1||AxisX||-||X軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|2||AxisY||-||Y軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|3||AxisZ||-||Z軸シグナル&lt;br /&gt;
|-&lt;br /&gt;
|37||BAndSCs||Ball &amp;amp; Socket constraint||ボール＆ソケットCS&lt;br /&gt;
|-&lt;br /&gt;
|38||BAndSLimitAngYCs||Y angular velocity limited Ball &amp;amp; Socket constraint||Y角速度制限付ボール＆ソケットCS&lt;br /&gt;
|-&lt;br /&gt;
|0||BasicSig||Basic signal||基本シグナル&lt;br /&gt;
|-&lt;br /&gt;
|9||BasicSigOnOnly||Basic signal [only emits ON signals]||オンのみ基本シグナル&lt;br /&gt;
|-&lt;br /&gt;
|14||ChangeAtnSig||Signal on Attention change (e.g. picking up a weapon)||アテンション変更時シグナル&lt;br /&gt;
|-&lt;br /&gt;
|39||CogWheelCs||Gear/cogwheel constraint||歯車CS&lt;br /&gt;
|-&lt;br /&gt;
|21||CopyWaitRevival||Activate links when the revival flag of the CopyWaitRevival target is set (e.g. can be used with LinkTagAnd to trigger basic signals when a chest is opened)||配置自動セーブ継承&lt;br /&gt;
|-&lt;br /&gt;
|15||Create||Create a map object. Target objects are not created unless this link is activated.||生成&lt;br /&gt;
|-&lt;br /&gt;
|11||DeadUp||Signal on death||死んだらオン&lt;br /&gt;
|-&lt;br /&gt;
|16||Delete||Delete a map object. Target objects are created and stay spawned until this link is activated. Note: the corresponding collision is disabled even for objects that have their collision data extracted to separate Static Compound files.||削除&lt;br /&gt;
|-&lt;br /&gt;
|29||DemoMember||-||デモ参加&lt;br /&gt;
|-&lt;br /&gt;
|32||FixedCs||Rigid connection constraint||固定CS&lt;br /&gt;
|-&lt;br /&gt;
|26||ForSale||Links a shop item to its seller (target is the seller NPC).||売り物&lt;br /&gt;
|-&lt;br /&gt;
|19||ForbidAttention||Prevent attention (i.e. interacting with an object, for example picking up a weapon)||アテンションタイプ変更&lt;br /&gt;
|-&lt;br /&gt;
|18||Freeze||Freeze the target object||凍結&lt;br /&gt;
|-&lt;br /&gt;
|7||GimmickSuccess||Success signal (used for minigames)||ネタ成功シグナル&lt;br /&gt;
|-&lt;br /&gt;
|33||HingeCs||Hinge constraint||ヒンジCS&lt;br /&gt;
|-&lt;br /&gt;
|12||LifeZero||Emit a LifeZero signal when the life of the source object is 0||ライフ0&lt;br /&gt;
|-&lt;br /&gt;
|34||LimitHingeCs||Limited hinge constraint||制限付ヒンジCS&lt;br /&gt;
|-&lt;br /&gt;
|27||ModelBind||-||モデルバインド&lt;br /&gt;
|-&lt;br /&gt;
|17||MtxCopyCreate||-||位置継承生成&lt;br /&gt;
|-&lt;br /&gt;
|22||OffWaitRevival||Reset the revival flag of the target object||配置自動セーブオフ&lt;br /&gt;
|-&lt;br /&gt;
|30||PhysSystemGroup||-||物理システムグループ&lt;br /&gt;
|-&lt;br /&gt;
|28||PlacementLOD||Replace the source object with the link target object at lower level of details||配置LOD&lt;br /&gt;
|-&lt;br /&gt;
|36||PulleyCs||-||滑車CS&lt;br /&gt;
|-&lt;br /&gt;
|40||RackAndPinionCs||Rack-and-pinion constraint||ラック＆ピニオンCS&lt;br /&gt;
|-&lt;br /&gt;
|23||Recreate||Recreates the target object||再生成&lt;br /&gt;
|-&lt;br /&gt;
|41||Reference||-||参照&lt;br /&gt;
|-&lt;br /&gt;
|10||Remains||Divine Beast signal||遺物シグナル&lt;br /&gt;
|-&lt;br /&gt;
|25||SensorBind||-||センサバインド&lt;br /&gt;
|-&lt;br /&gt;
|35||SliderCs||Slider constraint||スライダーCS&lt;br /&gt;
|-&lt;br /&gt;
|13||Stable||-||安定&lt;br /&gt;
|-&lt;br /&gt;
|31||StackLink||-||スタック&lt;br /&gt;
|-&lt;br /&gt;
|20||SyncLink||Put the destination object and any object that is linked to it into the same generation group||生成グループ&lt;br /&gt;
|-&lt;br /&gt;
|8||VelocityControl||Velocity control signal||速度制御シグナル&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Link tags===&lt;br /&gt;
&#039;&#039;Not to be confused with [[actor tag]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LinkTagAnd, LinkTagOr, LinkTagNAnd, LinkTagNOr, LinkTagXOr, LinkTagCount, LinkTagPulse, LinkTagNone are small objects that are used to implement a basic logic system in map units.&lt;br /&gt;
&lt;br /&gt;
AND, OR, NAND, NOR, XOR LinkTags are logical operators. They can be used to conditionally set or clear GameData flags, or conditionally spawn objects, trigger other objects, etc. A basic signal is emitted when the LinkTag has been triggered by &#039;&#039;all&#039;&#039; of the source links (for LinkTagAnds) or by one of them (for LinkTagOrs), etc.&lt;br /&gt;
&lt;br /&gt;
Count LinkTags are used to increment a GameData flag every time the link tag itself is signalled.&lt;br /&gt;
&lt;br /&gt;
Pulse LinkTags continuously emit a basic signal with a configurable signal duration (PulseLength)&amp;lt;ref&amp;gt;This appears to require a BasicSig input and does not repeat automatically. In order to get this behavior, fire it with a SwitchTimer.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
None LinkTags have no effect. They are only used to put different map unit objects into the same placement generation group.&lt;br /&gt;
&lt;br /&gt;
Internally, they are all implemented by the same actor class (&amp;lt;code&amp;gt;LinkTag&amp;lt;/code&amp;gt;) since they share most of their core functionality, with only small differences in effects. A single link tag can only handle 0x60 incoming links&amp;lt;ref&amp;gt;0x7100D388C4&amp;lt;/ref&amp;gt;. Only incoming links with defType &amp;lt;= 0xe are processed&amp;lt;ref&amp;gt;0x7100D389DC&amp;lt;/ref&amp;gt;; other links are ignored.&lt;br /&gt;
&lt;br /&gt;
Parameters are documented in [[AIDef:Action/LinkTagBaseAction#MapUnitInstParams]].&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&lt;br /&gt;
===Map unit binary===&lt;br /&gt;
In &#039;&#039;Breath of the Wild&#039;&#039;, map units are stored in a binary format and given the &#039;&#039;mubin&#039;&#039; (Map Unit Binary) file extension. All map object IDs are replaced with CRC32 hashes as a space optimisation. [[BYML]] is used as the serialisation format.&lt;br /&gt;
&lt;br /&gt;
Map units can be found in the [[Content/Map|Map]] content directory, and use the following naming convention: &amp;lt;code&amp;gt;Map/%s/%s/%s%s.mubin&amp;lt;/code&amp;gt; (map type, map name, map name, suffix).&lt;br /&gt;
&lt;br /&gt;
Despite the file extension, &amp;lt;code&amp;gt;Map/%s/Location.mubin&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Map/%s/LazyTraverseList.mubin&amp;lt;/code&amp;gt; are not actually map units.&lt;br /&gt;
&lt;br /&gt;
===Source map unit===&lt;br /&gt;
Source map units have muunt&amp;lt;ref&amp;gt;The executable has remnants of error logging functions that print paths to development map units of the following type: &amp;lt;code&amp;gt;Map/Project/%s/Data/%s/%s.muunt&amp;lt;/code&amp;gt;&amp;lt;/ref&amp;gt; as their file extension and use strings for map object IDs such as &amp;lt;code&amp;gt;F-5_challenge.muunt/obj760&amp;lt;/code&amp;gt; instead of CRC32 hashes of the IDs in map unit binaries.&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckSelectPicture&amp;diff=11029</id>
		<title>AIDef:Query/CheckSelectPicture</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckSelectPicture&amp;diff=11029"/>
		<updated>2021-10-02T10:55:41Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckSelectPicture&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This function checks whether a photograph of an actor in the player Album matches the search value. For an actor to successfully match is must have the AllRadarActor tag. Matches will occur whether the photograph was taken before or after the quest requiring it was initiated.&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ActorName || String ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckSelectPicture (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckSelectPicture&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckSelectPicture&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckManufactResult&amp;diff=11028</id>
		<title>AIDef:Query/CheckManufactResult</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckManufactResult&amp;diff=11028"/>
		<updated>2021-09-22T15:54:07Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Derived definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckManufactResult&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is used to check how to proceed when a item is selected from the crafting window. Outcome 6 is used when the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Result !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Can successfully purchase&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Insufficient recipe materials&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Insufficient rupees&lt;br /&gt;
|-&lt;br /&gt;
| 5 || No space in inventory&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Exit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckManufactResult (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckManufactResult&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckManufactResult&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckActorAction13&amp;diff=11027</id>
		<title>AIDef:Query/CheckActorAction13</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckActorAction13&amp;diff=11027"/>
		<updated>2021-09-22T13:36:08Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
Used to check the current action being performed by the NPC.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Number !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Going to Anchor&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Going to Sleep Anchor&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Sleeping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckActorAction13 (HiddenKorokAir) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=HiddenKorokAir&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (DemoWaitNpcWithWarpEffect) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=DemoWaitNpcWithWarpEffect&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcHearts) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcHearts&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcRunner) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcRunner&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (ZoraHeroRelicBattle) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=ZoraHeroRelicBattle&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (Npc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=Npc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (DemoNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=DemoNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (GreatGoddesStatue) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=GreatGoddesStatue&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTripMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTripMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (Npc_Gerudo_Queen) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=Npc_Gerudo_Queen&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTravelerWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTravelerWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTravelerRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTravelerRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (Assassin) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=Assassin&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (Beacon_CookSet) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=Beacon_CookSet&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (AncientOven) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=AncientOven&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcHorseGod) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcHorseGod&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTeba) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTeba&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTravelerWarriorRider) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTravelerWarriorRider&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (FldObj_DLC_HeroMap_Relief) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=FldObj_DLC_HeroMap_Relief&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcHorseReceptionistDummy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcHorseReceptionistDummy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcHorseReceptionist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcHorseReceptionist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (GoronHeroDescendent) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=GoronHeroDescendent&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (DemoWaitNpc) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=DemoWaitNpc&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcStrangeBeacon2) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcStrangeBeacon2&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (ArmorProcessingFairy) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=ArmorProcessingFairy&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcUseBasicSignal) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcUseBasicSignal&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (HiddenKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=HiddenKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcVisibleTogglable) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcVisibleTogglable&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (BackseatKorok) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=BackseatKorok&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTebaTraining) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTebaTraining&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcMamonoShop) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcMamonoShop&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcWarrior) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcWarrior&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NPCOnlyWait) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NPCOnlyWait&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcChaseBlueFire) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcChaseBlueFire&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcTraveler) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcTraveler&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcArtist) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcArtist&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcClerk) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcClerk&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (DemoNpc_DekuTree) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=DemoNpc_DekuTree&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckActorAction13 (NpcUmayadoMaster) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckActorAction13&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckActorAction13&lt;br /&gt;
|aiprog=NpcUmayadoMaster&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CompareGameDataInt&amp;diff=11026</id>
		<title>AIDef:Query/CompareGameDataInt</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CompareGameDataInt&amp;diff=11026"/>
		<updated>2021-09-20T13:38:07Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* DynamicInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CompareGameDataInt&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| GameDataIntName_A || String ||  || Value to compare against&lt;br /&gt;
|-&lt;br /&gt;
| GameDataIntName_B || String ||  || Value to compare&lt;br /&gt;
|-&lt;br /&gt;
| Operator || String ||  || Type of comparison&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CompareGameDataInt (GameDataCalcMachine) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CompareGameDataInt&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CompareGameDataInt&lt;br /&gt;
|aiprog=GameDataCalcMachine&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckGameDataInt&amp;diff=11025</id>
		<title>AIDef:Query/CheckGameDataInt</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckGameDataInt&amp;diff=11025"/>
		<updated>2021-09-20T13:16:55Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* DynamicInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckGameDataInt&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| GameDataIntName || String ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Operator || String ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Value || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Breath of the Wild uses basic logical operators when comparing values, when using CheckGameDataInt the output will either be 1 or 0 (depending on whether the operation checked is true or false).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operator !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Equal || If the GameDataIntName is Equal to the Value&lt;br /&gt;
|-&lt;br /&gt;
| NotEqual || If the GameDataIntName is not equal to the Value&lt;br /&gt;
|-&lt;br /&gt;
| GreaterThan || If the GameDataIntName is greater than the Value&lt;br /&gt;
|-&lt;br /&gt;
| GreaterThanOrEqualTo || If the GameDataIntName is greater than or equal to the Value&lt;br /&gt;
|-&lt;br /&gt;
| LessThan || If the GameDataIntName is less than the Value&lt;br /&gt;
|-&lt;br /&gt;
| LessThanOrEqualTo || If the GameDataIntName is less than or equal to the Value&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckGameDataInt (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckGameDataInt&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckGameDataInt&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;br /&gt;
=== CheckGameDataInt (TipsSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckGameDataInt&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckGameDataInt&lt;br /&gt;
|aiprog=TipsSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:AI/ForestGiantStoneShootBattle&amp;diff=11024</id>
		<title>AIDef:AI/ForestGiantStoneShootBattle</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:AI/ForestGiantStoneShootBattle&amp;diff=11024"/>
		<updated>2021-09-17T11:29:47Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* StaticInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=ForestGiantStoneShootBattle&lt;br /&gt;
|type=AI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== StaticInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || Float ||  || &lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || String ||  || Actor Name for 2nd thrown item.&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || Int ||  ||  The rate at which ShootItemName is used. If set to 0 ShootItemName2 will be used 100% of the time.&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || String ||  || Actor Name for thrown item.&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || Float ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || Int ||  || &lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || Float ||  || &lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || Float ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Children ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 戦闘攻撃 || &lt;br /&gt;
|-&lt;br /&gt;
| 戦闘準備 || &lt;br /&gt;
|-&lt;br /&gt;
| 近接攻撃 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== 威嚇 (ForestGiant_Middle, 素手到達不能) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=威嚇&lt;br /&gt;
|group_name=素手到達不能&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Middle&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 戦闘 (ForestGiant_Middle, 対象高速ギア素手戦闘) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=戦闘&lt;br /&gt;
|group_name=対象高速ギア素手戦闘&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Middle&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 素手 (ForestGiant_Middle, 対象泳ぎ) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=素手&lt;br /&gt;
|group_name=対象泳ぎ&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Middle&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 待機 (ForestGiant_Middle, ナビメッシュ無し) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=待機&lt;br /&gt;
|group_name=ナビメッシュ無し&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Middle&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 注意 (ForestGiant_Middle, 威嚇帰還) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=注意&lt;br /&gt;
|group_name=威嚇帰還&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Middle&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 威嚇 (ForestGiant_Senior, 素手到達不能) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=威嚇&lt;br /&gt;
|group_name=素手到達不能&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Senior&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 戦闘 (ForestGiant_Senior, 対象高速ギア素手戦闘) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=戦闘&lt;br /&gt;
|group_name=対象高速ギア素手戦闘&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Senior&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 素手 (ForestGiant_Senior, 対象泳ぎ) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=素手&lt;br /&gt;
|group_name=対象泳ぎ&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Senior&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 待機 (ForestGiant_Senior, ナビメッシュ無し) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=待機&lt;br /&gt;
|group_name=ナビメッシュ無し&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Senior&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 注意 (ForestGiant_Senior, 威嚇帰還) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=注意&lt;br /&gt;
|group_name=威嚇帰還&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant_Senior&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 威嚇 (ForestGiant, 素手到達不能) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=威嚇&lt;br /&gt;
|group_name=素手到達不能&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 戦闘 (ForestGiant, 対象高速ギア素手戦闘) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=戦闘&lt;br /&gt;
|group_name=対象高速ギア素手戦闘&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 素手 (ForestGiant, 対象泳ぎ) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=素手&lt;br /&gt;
|group_name=対象泳ぎ&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 待機 (ForestGiant, ナビメッシュ無し) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=待機&lt;br /&gt;
|group_name=ナビメッシュ無し&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 注意 (ForestGiant, 威嚇帰還) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=注意&lt;br /&gt;
|group_name=威嚇帰還&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=ForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 威嚇 (StalForestGiant, 素手到達不能) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=威嚇&lt;br /&gt;
|group_name=素手到達不能&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=StalForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 戦闘 (StalForestGiant, 対象高速ギア素手戦闘) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=戦闘&lt;br /&gt;
|group_name=対象高速ギア素手戦闘&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=StalForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 素手 (StalForestGiant, 対象泳ぎ) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=素手&lt;br /&gt;
|group_name=対象泳ぎ&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=StalForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 待機 (StalForestGiant, ナビメッシュ無し) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=待機&lt;br /&gt;
|group_name=ナビメッシュ無し&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=StalForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== 注意 (StalForestGiant, 威嚇帰還) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=注意&lt;br /&gt;
|group_name=威嚇帰還&lt;br /&gt;
|derived_from=ForestGiantStoneShootBattle&lt;br /&gt;
|aiprog=StalForestGiant&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| ForceAttackArea || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName2 || Giant_Bomb_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemRate1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| ShootItemName || Giant_Rock_Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AttackAngle || 0.785398&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkTimer || 20&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmGrdAtkPrcTimer || 30&lt;br /&gt;
|-&lt;br /&gt;
| RetFrmDmgAtkTimer || -1&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTime || 80&lt;br /&gt;
|-&lt;br /&gt;
| GlobalNoAtkTimeRnd || 16&lt;br /&gt;
|-&lt;br /&gt;
| AttackIntervalIntensity || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| DisplayCheckRadius || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| IsUpdateNoticeState || True&lt;br /&gt;
|-&lt;br /&gt;
| IsCheckLineReachable || False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11019</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11019"/>
		<updated>2021-08-03T11:35:08Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* BitIndex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown (believed to define when an attack begins to deal damage)&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Unknown&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=QuestProduct.bquestpack&amp;diff=10950</id>
		<title>QuestProduct.bquestpack</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=QuestProduct.bquestpack&amp;diff=10950"/>
		<updated>2021-03-22T16:33:52Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resloc|locations=[[TitleBG.pack]]|path=Quest/QuestProduct.bquestpack}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;QuestProduct&#039;&#039;&#039; is the configuration file for the [[quest manager]].&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contrary to what its file extension would suggest, it is not a [[SARC]] archive, but a standard [[BYML]] file. Like all other [[:Category:Content (BotW, product)|files with &amp;quot;product&amp;quot; in their name]], QuestProduct is a machine generated file with many redundant structures which is not meant to be edited directly.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
The root structure is an array; each element is a dictionary that corresponds to a quest.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Location || str ||&lt;br /&gt;
|-&lt;br /&gt;
| Name || str || Quest name&lt;br /&gt;
|-&lt;br /&gt;
| NotPostNote || bool ||&lt;br /&gt;
|-&lt;br /&gt;
| Orderer || str || Actor name of the quest giver&lt;br /&gt;
|-&lt;br /&gt;
| QuestDependencyFlag || str || Name of Flag&lt;br /&gt;
|-&lt;br /&gt;
| QuestDependencyFlagType || str || Type of Flag&lt;br /&gt;
|-&lt;br /&gt;
| StepDependencyFlags || array ||&lt;br /&gt;
|-&lt;br /&gt;
| Steps || array ([[#Step structure]]) || Steps&lt;br /&gt;
|-&lt;br /&gt;
| Type || str || Quest type. Valid values:&lt;br /&gt;
* Main: Main quest&lt;br /&gt;
* Sub: Shrine quest&lt;br /&gt;
* Mini: Side quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Step structure ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Actors || array ([[#Actor structure]]) || Quest-related AISchedule overrides when this step is active&lt;br /&gt;
|-&lt;br /&gt;
| AttentionOff || bool ||&lt;br /&gt;
|-&lt;br /&gt;
| IndicatorActors || array ([[#Indicator actor structure]]) || Yellow quest markers on the map&lt;br /&gt;
|-&lt;br /&gt;
| MessageName || str || Message name of the quest description in the UI&lt;br /&gt;
|-&lt;br /&gt;
| Name || str || Step name&lt;br /&gt;
|-&lt;br /&gt;
| NextFlag || str || Name of the flag that causes the quest to advance to this step {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| UpdateStep || bool ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Indicator actor structure ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| HasFar || bool || Whether a Far version of the actor exists {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| InstanceName || str || [Optional] Unique name of the actor {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| Location || dict (X: float, Y: float, Z: float) || Position of the actor&lt;br /&gt;
|-&lt;br /&gt;
| Name || str || Actor name&lt;br /&gt;
|-&lt;br /&gt;
| OffFlag || str || [Optional] ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor structure ===&lt;br /&gt;
&#039;&#039;Not to be confused with event flow timelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| DefaultTimeline || || See [[ActorParam/AISchedule]]&lt;br /&gt;
|-&lt;br /&gt;
| ConditionalTimelines || || See [[ActorParam/AISchedule]]&lt;br /&gt;
|-&lt;br /&gt;
| DisplayDistanceMode || || See [[ActorParam/AISchedule]]&lt;br /&gt;
|-&lt;br /&gt;
| DisableClipping || bool ||&lt;br /&gt;
|-&lt;br /&gt;
| Name || str || Name of the actor to which this AISchedule override will be bound&lt;br /&gt;
|-&lt;br /&gt;
| UniqueName || str || [Optional] Unique name of the actor to which this AISchedule override will be bound&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Example (&amp;quot;Find_Impa&amp;quot; quest):&lt;br /&gt;
&amp;lt;source lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
- Location: HopesPlateau&lt;br /&gt;
  Name: Find_Impa&lt;br /&gt;
  NotPostNote: false&lt;br /&gt;
  Orderer: Dm_Npc_Hyrule_KingSoul &lt;br /&gt;
  StepDependencyFlags: []&lt;br /&gt;
  &lt;br /&gt;
  Steps:&lt;br /&gt;
    - {AttentionOff: false, MessageName: Desc, Name: Ready, NextFlag: Find_Impa_Activated,&lt;br /&gt;
      UpdateStep: true}&lt;br /&gt;
      &lt;br /&gt;
    - Actors:&lt;br /&gt;
        - &amp;lt;ACTOR_STRUCTURE_1&amp;gt;&lt;br /&gt;
        - &amp;lt;ACTOR_STRUCTURE_2&amp;gt;&lt;br /&gt;
        - ...&lt;br /&gt;
      AttentionOff: false&lt;br /&gt;
      IndicatorActors:&lt;br /&gt;
        - HasFar: false&lt;br /&gt;
          InstanceName: &#039;&#039;&lt;br /&gt;
          Location: {X: 1772.7099609375, Y: 0.0, Z: 984.3099975585938}&lt;br /&gt;
          Name: Npc_Kakariko001&lt;br /&gt;
          OffFlag: &#039;&#039;&lt;br /&gt;
      MessageName: Finish&lt;br /&gt;
      Name: Finish&lt;br /&gt;
      NextFlag: Find_Impa_Finish&lt;br /&gt;
      UpdateStep: true&lt;br /&gt;
      &lt;br /&gt;
    - ...&lt;br /&gt;
  Type: Main&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Content (BotW)]]&lt;br /&gt;
[[Category: Content (BotW, product)]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bumii&amp;diff=10944</id>
		<title>Bumii</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bumii&amp;diff=10944"/>
		<updated>2021-03-07T12:57:40Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* personal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub|what=Needs descriptions.}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bumii|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;UMii&#039;&#039;&#039; (bumii) files configure the physical traits of a NPC.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
= Parameter objects =&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
== ffsd ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| no_use_ffsd || bool || Do not use Mii data (treat as NPC profile)&amp;lt;ref&amp;gt;Miiデータを使用しない(NPCプロフィールとして扱う)&amp;lt;/ref&amp;gt; || False&lt;br /&gt;
|-&lt;br /&gt;
| type || int || Reference first&amp;lt;ref&amp;gt;参照先&amp;lt;/ref&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== body ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int ||&lt;br /&gt;
* 0: C&lt;br /&gt;
* 1: N&lt;br /&gt;
* 2: T&lt;br /&gt;
* 3: S&lt;br /&gt;
* 4: SK&lt;br /&gt;
* More?&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| number || int || Body variant (last part of the model name) || 0&lt;br /&gt;
|-&lt;br /&gt;
| race || int ||&lt;br /&gt;
* 0: Hylia&lt;br /&gt;
* 1: Korok&lt;br /&gt;
* 2: Goron&lt;br /&gt;
* 3: Sheikah&lt;br /&gt;
* 4: Gerudo&lt;br /&gt;
* 5: Zora&lt;br /&gt;
* 6: Rito&lt;br /&gt;
* More?&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| weight || int || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| height || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== personal ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| fav_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| sub_color_1 || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| sub_color_2 || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| voice_type || str || - || Hylia_Man_Kid_Normal00&lt;br /&gt;
|-&lt;br /&gt;
| shoulder_fav_color || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| sex_age || int ||&lt;br /&gt;
* 0: C (Child)&lt;br /&gt;
* 1: M (Man)&lt;br /&gt;
* 2: X (Old man){{check}}&lt;br /&gt;
* 3: Y (Old woman)&lt;br /&gt;
* 4: W (Woman)&lt;br /&gt;
* More?&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| personality || str || - || &lt;br /&gt;
|-&lt;br /&gt;
| head_fav_color || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| shoulder_sub_color_1 || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== common ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| backpack || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| hat || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
| no_hat_always || bool || - || False&lt;br /&gt;
|-&lt;br /&gt;
| body_correct || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| is_mid_age || bool || - || False&lt;br /&gt;
|-&lt;br /&gt;
| rot_cravicle || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| rot_arm || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| rot_leg || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| rot_crotch || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| jaw || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| wrinkle || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| make || int || Makeup&lt;br /&gt;
*0: None&lt;br /&gt;
*1 - 8: Eyes/Eyebrows&lt;br /&gt;
*9: &lt;br /&gt;
*10 - 11: beards&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| skin_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| trans_v || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== hair ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || Hair variant (last part of the model name) || 0&lt;br /&gt;
|-&lt;br /&gt;
| color || int || Color Animation Pick (1 - 10) || 0&lt;br /&gt;
|-&lt;br /&gt;
| flip || bool || Flip hair model || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== eye ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| trans_v || float || - || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| trans_u || float || - || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| rotate || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| aspect || float || - || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| eyeball_trans_u || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| eyeball_trans_v || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| eyeball_scale || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| highlight_bright || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== eye_ctrl ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| base_offset || vec3 || - || Vec3(x=0.0, y=0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
| translim_out || float || - || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| translim_in || float || - || 0.12&lt;br /&gt;
|-&lt;br /&gt;
| translim_d || float || - || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| translim_u || float || - || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| neck_offset_ud || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== eyebrow ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || - || 6&lt;br /&gt;
|-&lt;br /&gt;
| color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| trans_v || float || - || 7.0&lt;br /&gt;
|-&lt;br /&gt;
| trans_u || float || - || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| rotate || float || - || 0.0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| aspect || float || - || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== nose ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| trans_v || float || - || 9.0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== mouth ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| trans_v || float || - || 13.0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| aspect || float || - || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== beard ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| mustache || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| scale || float || - || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| type || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== glass ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| type || int || Glasses variant (last part of the model name) || 0&lt;br /&gt;
|-&lt;br /&gt;
| color || int || Color Select (0 - 5) || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== korog ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| mask || int || Mask variant (last part of the model name) || 0&lt;br /&gt;
|-&lt;br /&gt;
| skin_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| left_plant || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| right_plant || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== goron ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| skin_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== gerudo ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| skin_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| hair || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| hair_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| lip_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| glass || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| glass_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== rito ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| body_color || int ||&lt;br /&gt;
* 0:&lt;br /&gt;
* 1:&lt;br /&gt;
* 2:&lt;br /&gt;
* 3:&lt;br /&gt;
* 4:&lt;br /&gt;
* 5:&lt;br /&gt;
* 6:&lt;br /&gt;
* 7:&lt;br /&gt;
* 8: Blue (Fyson)&lt;br /&gt;
* 9: Green&lt;br /&gt;
* More...&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| hair_color || int || - || -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== zora ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description !! Default value&lt;br /&gt;
|-&lt;br /&gt;
| body_color || int || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Parameter lists =&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Normal.bwinfo&amp;diff=10912</id>
		<title>Normal.bwinfo</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Normal.bwinfo&amp;diff=10912"/>
		<updated>2020-11-12T11:27:25Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* {{AampIndexedParam|key=ClimateDefines_%d}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{Resloc|type=file|path=WorldMgr/normal.bwinfo|locations=[[TitleBG.pack]]}}&lt;br /&gt;
{{Parameter archive infobox|param_type=bwinfo|version=0|type=winfo}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;normal.bwinfo&#039;&#039;&#039; is an [[AAMP]] file which contains parameters for the game&#039;s lighting and climates. It is read by the [[WorldMgr]] (world manager).&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
= Parameter objects =&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=ClimateDefines_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|WeatherType&lt;br /&gt;
|int&lt;br /&gt;
|天候状態 0:晴 1:曇 2:雨 3:雪 (0: sunny, 1: cloudy, 2: rain, 3: snow) &lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeatherBlueskyRate&lt;br /&gt;
|int&lt;br /&gt;
|Determines how often the sky is blue&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|WeatherCloudyRate&lt;br /&gt;
|int&lt;br /&gt;
|Determines how often the weather is cloudy&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|WeatherRainRate&lt;br /&gt;
|int&lt;br /&gt;
|Determines how often it&#039;s raining&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|WeatherHeavyRainRate&lt;br /&gt;
|int&lt;br /&gt;
|Determines how often it&#039;s raining heavily&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|WeatherStormRate&lt;br /&gt;
|int&lt;br /&gt;
|Determines how often there are thunderstorms&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|DayLockBlueSky&lt;br /&gt;
|bool&lt;br /&gt;
|Force sunny weather during the day&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|NightLockBlueSky&lt;br /&gt;
|bool&lt;br /&gt;
|Force sunny weather at night&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_1000&lt;br /&gt;
|float&lt;br /&gt;
|Temperature to use during daytime if Y (height) &amp;gt;= 1000.0&lt;br /&gt;
| -28.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0900&lt;br /&gt;
|float&lt;br /&gt;
|Temperature to use during daytime if 900.0 &amp;lt;= Y &amp;lt; 1000.0&lt;br /&gt;
| -28.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0800&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -20.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0700&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -10.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0600&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -5.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0500&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0400&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|9.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0300&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0200&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|18.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0100&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureDay_0000&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_1000&lt;br /&gt;
|float&lt;br /&gt;
|Temperature to use during nighttime if Y (height) &amp;gt;= 1000.0&lt;br /&gt;
| -28.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0900&lt;br /&gt;
|float&lt;br /&gt;
|Temperature to use during nighttime if 900.0 &amp;lt;= Y &amp;lt; 1000.0&lt;br /&gt;
| -28.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0800&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -23.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0700&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -14.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0600&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -5.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0500&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
| -2.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0400&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0300&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|13.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0200&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|16.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0100&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|18.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimateTemperatureNight_0000&lt;br /&gt;
|float&lt;br /&gt;
|...&lt;br /&gt;
|23.0&lt;br /&gt;
|-&lt;br /&gt;
|MoistureMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MoistureMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WindPower&lt;br /&gt;
|float&lt;br /&gt;
|Power of the Wind (Paragliding, arrows, remote bombs, throwing objects)&lt;br /&gt;
|7.5&lt;br /&gt;
|-&lt;br /&gt;
|IgnitedLevel&lt;br /&gt;
|int&lt;br /&gt;
|1st effect : Burst to flame effect (Death Mountain effect)&lt;br /&gt;
2nd effect : kills monsters and destroys everything that is made of wood and food (weapons included) if activated elsewhere on the field&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|FeatureColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|CalcRayleigh&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcMieSymmetrical&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcMie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcSfParamNear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcSfParamAttenuation&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcAmbientIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcVolumeMaskIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSetSelect&lt;br /&gt;
|int&lt;br /&gt;
| The EnvAttribute to be used&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|FogType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ForbidComeback&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BlueSkyRainPat&lt;br /&gt;
|int&lt;br /&gt;
|Activate the Rain Pattern&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 20 climate defines (0-19). Climates are configured for each [[map area]] by [[AreaData.byml]].&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=EnvAttribute_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|DifUse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DifXang&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DifYang&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel00&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel01&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel02&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel03&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel04&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel05&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel06&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|PaletteSel07&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 59 EnvAttributes (0-58).&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=WeatherInfluence_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|FeatureColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|FeatureFogColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|CalcRayleigh&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcMieSymmetrical&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcMie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcVolumeMaskIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomThreshhold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|AddMoisture&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 4 such objects.&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=Remains_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|FeatureColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.100000023841858, g=1.100000023841858, b=1.600000023841858, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|FeatureFogColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=0.906000018119812, g=0.6140000224113464, b=0.8659999966621399, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|AddFog_near&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AddFog_far&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|AddFog_ratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_near&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -50.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_attenuation&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcRayleigh&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|CalcMieSymmetrical&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcMie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|BloomThreshhold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|CalcVolumeMaskIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 7 such objects.&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=EnvPalette_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|BgDifColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.8420000076293945, b=0.6000000238418579, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|BgDifIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|FogColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=0.21299999952316284, g=0.2630000114440918, b=0.13899999856948853, a=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FogStart&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FogEnd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|YFogColor&lt;br /&gt;
|color&lt;br /&gt;
|Field Fog Color&lt;br /&gt;
|Color(r=0.1889999955892563, g=0.45500001311302185, b=0.2630000114440918, a=0.30000001192092896)&lt;br /&gt;
|-&lt;br /&gt;
|YFogStart&lt;br /&gt;
|float&lt;br /&gt;
|Field Fog&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|SkySunColorNoUse&lt;br /&gt;
|uint&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SkySunColor&lt;br /&gt;
|color&lt;br /&gt;
|Sun Color settings&lt;br /&gt;
|Color(r=0.29600000381469727, g=0.6317999958992004, b=1.0, a=12.0)&lt;br /&gt;
|-&lt;br /&gt;
|SkyIsotropicfade&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_near&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -50.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_attenuation&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_horizontal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|afParam_attenuationForGrd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|afParam_attenuationForSky&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SkyRParam_rayleigh_amplifier&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SkyRParam_mie_symmetricalProperty&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SkyRParam_mie_amplifier&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|128.0&lt;br /&gt;
|-&lt;br /&gt;
|AmplifierForEnvMap&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_ColorBase&lt;br /&gt;
|color&lt;br /&gt;
|1st Layer Cloud Base Color&lt;br /&gt;
|Color(r=0.10000000149011612, g=0.15299999713897705, b=0.10499999672174454, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_IntencityBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_ColorHilight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.8352940082550049, b=0.3921569883823395, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_IntencityHilight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_ColorShadow&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=0.10000000149011612, g=0.15299999713897705, b=0.10499999672174454, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_IntencityShadow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_ColorBackLight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.6230000257492065, b=0.1770000010728836, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud0_BacklightPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_ColorBase&lt;br /&gt;
|color&lt;br /&gt;
|2nd Layer Cloud Base Color&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_IntencityBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_ColorHilight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_IntencityHilight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_ColorShadow&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_IntencityShadow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_ColorBackLight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud1_BacklightPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_ColorBase&lt;br /&gt;
|color&lt;br /&gt;
|3rd Layer Cloud Base Color&lt;br /&gt;
|Color(r=0.10000000149011612, g=0.15299999713897705, b=0.10499999672174454, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_IntencityBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_ColorHilight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.8352940082550049, b=0.3921569883823395, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_IntencityHilight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_ColorShadow&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=0.10000000149011612, g=0.15299999713897705, b=0.10499999672174454, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_IntencityShadow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_ColorBackLight&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.6230000257492065, b=0.1770000010728836, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2_BacklightPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Cloud2NoUse&lt;br /&gt;
|uint&lt;br /&gt;
|Use Cloud&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|CloudShadowOnOff&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BloomOffsetStart&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|19999.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomOffsetEnd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20000.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomClampedLuminance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomThreshhold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|VolumeMaskColorNoUse&lt;br /&gt;
|uint&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|VolumeMaskColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=0.7639999985694885, b=0.4230000078678131, a=0.6000000238418579)&lt;br /&gt;
|-&lt;br /&gt;
|VolumeMaskIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AmbientIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Exposure&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 207 EnvPalettes.&lt;br /&gt;
&lt;br /&gt;
== EnvPaletteStatic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|rayleigh_baseHeigh&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|mie_baseHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|mie_scatteringCoeff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0018&lt;br /&gt;
|-&lt;br /&gt;
|mie_symmetricalPropert&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|YFogEnd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|160.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_far&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30000.0&lt;br /&gt;
|-&lt;br /&gt;
|SfParam_density&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.85&lt;br /&gt;
|-&lt;br /&gt;
|BloomComposeColorNoUse_8_8&lt;br /&gt;
|uint&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColor_8_8&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColorNoUse_16_16&lt;br /&gt;
|uint&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColor_16_16&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColorNoUse_32_32&lt;br /&gt;
|uint&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColor_32_32&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColorNoUse_64_64&lt;br /&gt;
|uint&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|BloomLayerColor_64_64&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BloomComposeColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=1.0, g=1.0, b=1.0, a=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=EnvPalette_CdanAddFog%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|DungeonFogFogEnd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|200.0&lt;br /&gt;
|-&lt;br /&gt;
|DungeonFogVolA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In 1.5.0, there are 4 such objects.&lt;br /&gt;
&lt;br /&gt;
== IndoorPalette ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|FeatureColor&lt;br /&gt;
|color&lt;br /&gt;
| -&lt;br /&gt;
|Color(r=0.5, g=0.2750000059604645, b=0.23250000178813934, a=0.699999988079071)&lt;br /&gt;
|-&lt;br /&gt;
|CalcVolumeMaskIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|BloomClampedLuminance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|BloomThreshhold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|BloomIntencity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.26&lt;br /&gt;
|-&lt;br /&gt;
|IndoorFogRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.175&lt;br /&gt;
|-&lt;br /&gt;
|IndoorFogStart&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IndoorFogEnd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|attenuationForGrd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DofMgrParam ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultDist&lt;br /&gt;
|float&lt;br /&gt;
|Depth of Field Default Distance&lt;br /&gt;
|3000.0&lt;br /&gt;
|-&lt;br /&gt;
|DefaultF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|22.0&lt;br /&gt;
|-&lt;br /&gt;
|DefaultBlur&lt;br /&gt;
|float&lt;br /&gt;
|Depth of Field Default Blur&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|RemainsDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RemainsF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|RemainsBlur&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LockOnF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|LockOnBlur&lt;br /&gt;
|float&lt;br /&gt;
|Depth of Field Default Lock On Blur&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=PrCloud_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|ScrollSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.9&lt;br /&gt;
|-&lt;br /&gt;
|NoiseAdd1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|NoiseAdd2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -6.0&lt;br /&gt;
|-&lt;br /&gt;
|NoiseAdd1_side&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -3.0&lt;br /&gt;
|-&lt;br /&gt;
|NoiseAdd2_side&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|PosDensityChgRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|PosDensityChgPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.425&lt;br /&gt;
|-&lt;br /&gt;
|PosDensityChgSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.001&lt;br /&gt;
|-&lt;br /&gt;
|WindVecAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|BaseTextureNo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoiseTextureNo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|bCloudTexBlend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|CloudTexBlendRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseTextureNo_Blend&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|NoiseTextureNo_Blend&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=PrCloudV0_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Distotion&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DistotionMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|DistotionMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DistotionSinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|Density&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.35&lt;br /&gt;
|-&lt;br /&gt;
|DensityMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DensityMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DensitySinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|AlphaMul&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|AlphaMulMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|AlphaMulMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|AlphaMulSinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|AlphaThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|AlphaThresholdMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|AlphaThresholdMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AlphaThresholdSinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|BaseTexScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|BaseTexScaleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.25&lt;br /&gt;
|-&lt;br /&gt;
|BaseTexScaleMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|BaseTexScaleSinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0001&lt;br /&gt;
|-&lt;br /&gt;
|EmbossWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|EmbossDensity&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.0066&lt;br /&gt;
|-&lt;br /&gt;
|ShadowPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|HighlightPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|HighlightRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|HighlightAmbient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|SkyHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|8000.0&lt;br /&gt;
|-&lt;br /&gt;
|SkyHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|8500.0&lt;br /&gt;
|-&lt;br /&gt;
|SkyHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7500.0&lt;br /&gt;
|-&lt;br /&gt;
|SkyHeightSinSeedAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.01&lt;br /&gt;
|-&lt;br /&gt;
|BacklightPowe&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|BacklightRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|BacklightParam0&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|BacklightParam1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|DarkSideNoiseParam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LightSideNoiseParam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=PrCloudV1_%d}} ==&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
== SunParam ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|SunSlope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.1&lt;br /&gt;
|-&lt;br /&gt;
|SunMoonDispDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -23000.0&lt;br /&gt;
|-&lt;br /&gt;
|SunScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|MoonScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2400.0&lt;br /&gt;
|-&lt;br /&gt;
|SunDirYStop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -42000.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=SkyPalette0_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example value&lt;br /&gt;
|-&lt;br /&gt;
|Sky0PosDensityChgPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Sky0Height&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|8000.0&lt;br /&gt;
|-&lt;br /&gt;
|Sky0Distotion&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|Sky0Density&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|Sky0AlphaMul&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|Sky0AlphaThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.65&lt;br /&gt;
|-&lt;br /&gt;
|Sky0BaseTexScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.75&lt;br /&gt;
|-&lt;br /&gt;
|Sky0TexBlendRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=SkyPalette2_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Sky2PosDensityChgPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|Sky2Height&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6500.0&lt;br /&gt;
|-&lt;br /&gt;
|Sky2Distotion&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|Sky2Density&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|Sky2AlphaMul&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.9&lt;br /&gt;
|-&lt;br /&gt;
|Sky2AlphaThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|Sky2BaseTexScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|Sky2TexBlendRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=CloudPat0_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|0Height&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7000.0&lt;br /&gt;
|-&lt;br /&gt;
|0Distotion&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|0Density&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|0AlphaMul&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|0AlphaThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.876&lt;br /&gt;
|-&lt;br /&gt;
|0TexBlendRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=CloudPat2_%d}} ==&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
== {{AampIndexedParam|key=CloudSpd_%d}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|CLOUDPAT_noisePow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|CLOUDPAT_windPow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Parameter lists =&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=10891</id>
		<title>Bshop</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bshop&amp;diff=10891"/>
		<updated>2020-10-09T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: Typo Fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bshop|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;ShopData&#039;&#039;&#039; (&#039;&#039;bshop&#039;&#039;) configures what items can be sold by NPCs, stock numbers and prices.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Parameter objects ==&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TableNum || int || Number of tables&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=Table%02d|start_idx=1}} || str64 || Name of the shop table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{Placeholder AAMP param name|name=[TableName]}} ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ColumnNum || int || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemSort%03d|start_idx=1}} || int || Sort value&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemName%03d|start_idx=1}} || str64 || Item actor name&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemNum%03d|start_idx=1}} || int || Maximum stock &lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemAdjustPrice%03d|start_idx=1}} || int || Value to add or subtract to the item buying price&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemLookGetFlg%03d|start_idx=1}} || bool || Whether the player sees a Get demo after buying {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{AampIndexedParam|key=ItemAmount%03d|start_idx=1}} || int || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:NpcShop.jpg|500px|right|Example]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Npc_Road_010.bshop&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
!io&lt;br /&gt;
version: 0&lt;br /&gt;
type: xml&lt;br /&gt;
param_root: !list&lt;br /&gt;
  objects:&lt;br /&gt;
    Header: !obj {TableNum: 2, Table01: !str64 Normal, Table02: !str64 Rain}&lt;br /&gt;
    Normal: !obj&lt;br /&gt;
      ColumnNum: 4&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 2&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 2&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 3&lt;br /&gt;
      ItemName003: !str64 Item_Material_06&lt;br /&gt;
      ItemNum003: 5&lt;br /&gt;
      ItemAdjustPrice003: 2&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 5&lt;br /&gt;
      ItemName004: !str64 Item_Material_04&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 1&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
    Rain: !obj&lt;br /&gt;
      ColumnNum: 5&lt;br /&gt;
      ItemSort001: 0&lt;br /&gt;
      ItemName001: !str64 Item_Material_07&lt;br /&gt;
      ItemNum001: 10&lt;br /&gt;
      ItemAdjustPrice001: 0&lt;br /&gt;
      ItemLookGetFlg001: false&lt;br /&gt;
      ItemAmount001: 0&lt;br /&gt;
      ItemSort002: 1&lt;br /&gt;
      ItemName002: !str64 Item_Material_03&lt;br /&gt;
      ItemNum002: 5&lt;br /&gt;
      ItemAdjustPrice002: 0&lt;br /&gt;
      ItemLookGetFlg002: false&lt;br /&gt;
      ItemAmount002: 0&lt;br /&gt;
      ItemSort003: 2&lt;br /&gt;
      ItemName003: !str64 Item_Material_05&lt;br /&gt;
      ItemNum003: 10&lt;br /&gt;
      ItemAdjustPrice003: 0&lt;br /&gt;
      ItemLookGetFlg003: false&lt;br /&gt;
      ItemAmount003: 0&lt;br /&gt;
      ItemSort004: 3&lt;br /&gt;
      ItemName004: !str64 Item_Material_01&lt;br /&gt;
      ItemNum004: 5&lt;br /&gt;
      ItemAdjustPrice004: 0&lt;br /&gt;
      ItemLookGetFlg004: false&lt;br /&gt;
      ItemAmount004: 0&lt;br /&gt;
      ItemSort005: 4&lt;br /&gt;
      ItemName005: !str64 Item_Material_02&lt;br /&gt;
      ItemNum005: 5&lt;br /&gt;
      ItemAdjustPrice005: 0&lt;br /&gt;
      ItemLookGetFlg005: false&lt;br /&gt;
      ItemAmount005: 0&lt;br /&gt;
  lists: {}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/Check100EnemyActiveTiming&amp;diff=10889</id>
		<title>AIDef:Query/Check100EnemyActiveTiming</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/Check100EnemyActiveTiming&amp;diff=10889"/>
		<updated>2020-10-01T18:02:19Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=Check100EnemyActiveTiming&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the Trial of the Sword quest should be activated for the first time (2 if the player is in the Korok Forest), and 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
* If the current map is not MainField, or if aocManager::sInstance-&amp;gt;version &amp;lt; 0x200, return 0.&lt;br /&gt;
* If the quest has already been activated (i.e. if 100enemy_Activated is true), return 0.&lt;br /&gt;
* If the Master Sword has been obtained (i.e. if IsGet_Weapon_Sword_070 is true), return 1, otherwise return 0.&lt;br /&gt;
* If the player is in the final boss sequence (i.e. if IsPlayed_Demo146_0 is true), return 0.&lt;br /&gt;
* If the player&#039;s current location is the Korok Forest (&amp;quot;KorogForest&amp;quot;), return 2, otherwise return 1.&lt;br /&gt;
&lt;br /&gt;
tl;dr: The quest is activated if the player is in Hyrule, has the Master Sword, and has not activated Dark Beast Ganon.&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Check100EnemyActiveTiming (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Check100EnemyActiveTiming&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=Check100EnemyActiveTiming&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Setting_up_tools&amp;diff=10880</id>
		<title>Help:Setting up tools</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Setting_up_tools&amp;diff=10880"/>
		<updated>2020-09-02T10:26:07Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* MSBT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Breath of the Wild&#039;&#039; uses a very flexible game engine, so many aspects of the game can be configured with files. Since BotW uses a lot of custom formats, special tools are required for editing them.&lt;br /&gt;
&lt;br /&gt;
== Common requirements ==&lt;br /&gt;
=== Python ===&lt;br /&gt;
Many of the tools for these formats require [[wikipedia:Python (programming language)|Python]] 3.7+ (&#039;&#039;&#039;64 bit version&#039;&#039;&#039;) to be installed.&lt;br /&gt;
&lt;br /&gt;
On Linux, Python 3 is surely already installed. Just make sure you have a recent enough version (3.7+). Ubuntu 16.04 and Debian stretch are too old; the latest Ubuntu LTS (18.04) and rolling distros such as Arch and Debian sid have 3.7+ in their repos.&lt;br /&gt;
&lt;br /&gt;
{{alert|class=primary|text=&amp;lt;b&amp;gt;&amp;lt;i class=&amp;quot;fa fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; Setup instructions&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Windows, follow the below instructions to install Python:&lt;br /&gt;
# Uninstall any existing Python version to avoid conflicts.&lt;br /&gt;
# Download the [https://www.python.org/ftp/python/3.7.4/python-3.7.4.exe Python 3.7 installer] (latest version as of July 2019).&lt;br /&gt;
# Run the installer: do a &#039;&#039;system-wide install&#039;&#039; and tick the &amp;quot;&#039;&#039;add Python to environment variables / PATH&#039;&#039;&amp;quot; option. Note that if you install to the Program Files folder, you may occasionally run into permission issues with certain Python programs. To avoid this, install Python somewhere that does not require administrator permissions, such as &amp;lt;code&amp;gt;C:\Python37&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Verify that &amp;lt;code&amp;gt;py -3 --version&amp;lt;/code&amp;gt; works and gives the correct version (3.7 or higher). {{CLI help}}&lt;br /&gt;
&lt;br /&gt;
If you have any trouble installing Python, or need more detailed instructions, you can use [https://www.youtube.com/watch?v=ndrCfBJkkvE this video tutorial].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== For Windows users: Visual C++ redistributable for Visual Studio 2019 ===&lt;br /&gt;
Several tools require the [https://aka.ms/vs/16/release/vc_redist.x64.exe 64-bit Visual C++ redistributable for Visual Studio 2019] to be installed. To be clear, Visual Studio is &#039;&#039;&#039;not&#039;&#039;&#039; required.&lt;br /&gt;
&lt;br /&gt;
Failure to install the redistributable will cause several Python tools to fail with the error &amp;quot;ImportError: DLL load failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Yaz0 ===&lt;br /&gt;
Many files in the game are compressed with the [[Yaz0]] format. Compressed files generally have the letter &amp;lt;code&amp;gt;s&amp;lt;/code&amp;gt; prefixed to their file extension. Use {{ltool|wszst}} to compress or decompress these files.&lt;br /&gt;
&lt;br /&gt;
=== AAMP ===&lt;br /&gt;
[[AAMP]] is used for configuration files, such as [[actor parameters]], the [[normal.bwinfo|world configuration (climate, lighting, ...)]], etc. Convert them to an editable format (and back) with {{ltool|aamp}}. {{ltool|Wild Bits}} can also edit AAMP files.&lt;br /&gt;
&lt;br /&gt;
Note: Unlike most other files, AAMP files are exactly the same on both Wii U and Switch.&lt;br /&gt;
&lt;br /&gt;
=== BYML ===&lt;br /&gt;
[[BYML]] files contain game parameters for [[actor]]s, [[map unit]]s, etc. Convert them to an editable format (and back) with {{ltool|byml-v2}}. {{ltool|Wild Bits}} can also edit BYML files.&lt;br /&gt;
&lt;br /&gt;
=== BFRES ===&lt;br /&gt;
[[BFRES]] files contain the game&#039;s animations, models and textures. The format is different on and on Switch and Wii U. These can be edited on Switch and Wii U using [https://github.com/KillzXGaming/Switch-Toolbox Switch Toolbox] (this tool is still under active development and receives very frequent updates, so expect some bugs in some features). Tutorials on another, older method of editing these for (Wii U only) can be found in [https://drive.google.com/drive/folders/1Z1_A3w0VvPHp22H_Yh_dSdzI5hr4OAv9 Fooni&#039;s Tutorials].&lt;br /&gt;
* &amp;lt;code&amp;gt;.sbfres&amp;lt;/code&amp;gt; files contain models.&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex1.sbfres&amp;lt;/code&amp;gt; files contain textures (Wii U).&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex2.sbfres&amp;lt;/code&amp;gt; files contain mipmaps for textures (Wii U). They can be edited with Switch Toolbox (when editing a Tex1 manually, it automatically edits any Tex2 in the same folder with the same filename). Alternatively, they can be disabled with [https://github.com/CEObrainz/Botw-AutoMipping Auto MipMap removal] (has the side effect of making the textures take a moment to load correctly).&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex.sbfres&amp;lt;/code&amp;gt; files contain both textures and mipmaps (Switch). Unlike on Wii U, mipmaps don&#039;t cause any problems here.&lt;br /&gt;
&lt;br /&gt;
=== BFEVFL ===&lt;br /&gt;
[[BFEVFL]] is used for in-game events (which includes things like talking to people and also full-blown cutscenes).&lt;br /&gt;
&lt;br /&gt;
Use {{ltool|EventEditor}} to edit event flowcharts.&lt;br /&gt;
&lt;br /&gt;
=== RSTB ===&lt;br /&gt;
[[ResourceSizeTable.product.rsizetable]] (known as the RSTB) contains sizes for almost every file in the game (calculated from the non-Yaz0-compressed file sizes). If you edit a file to make its filesize bigger, you&#039;ll need to edit this file to prevent errors. The recommended tool for manipulating the RSTB is {{ltool|rstb}}. {{ltool|Wild Bits}} also provides a GUI frontend for &amp;lt;code&amp;gt;rstb&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== SARC ===&lt;br /&gt;
[[SARC]] archives contain collections of other files and folders, like .zip folders.&lt;br /&gt;
&lt;br /&gt;
Use {{ltool|sarc}} to create or modify archives. {{ltool|Wild Bits}} also provides a GUI frontend for &amp;lt;code&amp;gt;sarc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Map units ===&lt;br /&gt;
[[Map unit]]s can be edited directly by modifying the map unit [[BYML]]s or with a graphical tool such as Ice-Spear.&lt;br /&gt;
&lt;br /&gt;
For the first method, refer to [[#BYML]].&lt;br /&gt;
&lt;br /&gt;
For the second method, follow [https://gitlab.com/ice-spear-tools/ice-spear-builds the instructions in the official repo for Ice-Spear builds].&lt;br /&gt;
&lt;br /&gt;
=== MSBT ===&lt;br /&gt;
[[MSBT]] files contain game texts. Convert them to an editable YAML format (and back) with {{ltool|msyt}} or (built on top of msyt) [https://github.com/polarbunny/msyt-tools msyt-tools]. Wild Bits also provides a GUI frontend for msbt.&lt;br /&gt;
&lt;br /&gt;
== Reverse engineering ==&lt;br /&gt;
To reverse engineer the game [[executable]], it is strongly recommended to have a copy of IDA Pro 7.0+ because the main executable is fairly large and IDA is as of September 2018 the only serious option for analysing such binaries. It is also the only tool with a usable decompiler for AArch64 (Switch).&lt;br /&gt;
&lt;br /&gt;
To get a copy of an IDC for Switch 1.5.0, ping [[User:leoetlino|leoetlino]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bdrop&amp;diff=10870</id>
		<title>Bdrop</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bdrop&amp;diff=10870"/>
		<updated>2020-08-16T21:32:32Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* Table names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bdrop|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;DropTable&#039;&#039;&#039; (&#039;&#039;bdrop&#039;&#039;) configures item drops for each actor.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameter objects ==&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|TableNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of tables&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=Table%02d|start_idx=1}}&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the drop table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{Placeholder AAMP param name|name=[TableName]}} ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|ColumnNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of items&lt;br /&gt;
|-&lt;br /&gt;
|RepeatNumMin&lt;br /&gt;
|int&lt;br /&gt;
|Min number of items that can be dropped (抽選回数最小)&lt;br /&gt;
|-&lt;br /&gt;
|RepeatNumMax&lt;br /&gt;
|int&lt;br /&gt;
|Max number of items that can be dropped (抽選回数最大)&lt;br /&gt;
|-&lt;br /&gt;
|ApproachType&lt;br /&gt;
|int&lt;br /&gt;
|Drop position and pose (姿勢).&lt;br /&gt;
&lt;br /&gt;
* 0: random&lt;br /&gt;
* 1: use the position of the source actor&lt;br /&gt;
* 2: random? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|OccurrenceSpeedType&lt;br /&gt;
|int&lt;br /&gt;
|Drop velocity type (発生速度).&lt;br /&gt;
&lt;br /&gt;
* 1: &amp;quot;small&amp;quot;&lt;br /&gt;
* 2: &amp;quot;large&amp;quot; (see [[bgparamlist#Global]] for the actual values)&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemName%02d|start_idx=1}}&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor that can be dropped&lt;br /&gt;
|-&lt;br /&gt;
|{{AampIndexedParam|key=ItemProbability%02d|start_idx=1}}&lt;br /&gt;
|float&lt;br /&gt;
|Drop probability (0.0 to 100.0)&lt;br /&gt;
|}&lt;br /&gt;
Note: the sum of all ItemProbabilities should be equal to 100.0, otherwise sometimes no items will be dropped. &lt;br /&gt;
&lt;br /&gt;
== Table names ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Table name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|If enemy is using normal arrows&lt;br /&gt;
|-&lt;br /&gt;
|Normal2&lt;br /&gt;
|Used at same time as Normal&lt;br /&gt;
|-&lt;br /&gt;
|Normal3&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Normal4&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|FireArrow&lt;br /&gt;
|If enemy is using fire arrows&lt;br /&gt;
|-&lt;br /&gt;
|FireArrow2&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|FireArrow3&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|FireArrow4&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|IceArrow&lt;br /&gt;
|If enemy is using ice arrows&lt;br /&gt;
|-&lt;br /&gt;
|IceArrow2&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|IceArrow3&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|IceArrow4&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|ElectricArrow&lt;br /&gt;
|If enemy is using shock arrows&lt;br /&gt;
|-&lt;br /&gt;
|ElectricArrow2&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|ElectricArrow3&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|ElectricArrow4&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|BombArrow_A&lt;br /&gt;
|If enemy is using bomb arrows&lt;br /&gt;
|-&lt;br /&gt;
|BombArrow_A2&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|BombArrow_A3&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|BombArrow_A4&lt;br /&gt;
|...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Normal Drops&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Table name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|Actor dies via normal means.&lt;br /&gt;
|-&lt;br /&gt;
|Iced&lt;br /&gt;
|Actor dies whilst frozen.&lt;br /&gt;
|-&lt;br /&gt;
|Electronic&lt;br /&gt;
|Actor dies whilst electrocuted.&lt;br /&gt;
|-&lt;br /&gt;
|Burnout&lt;br /&gt;
|Actor dies whilst on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Boiled&lt;br /&gt;
|Actor dies when in hot water.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=10869</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=10869"/>
		<updated>2020-08-16T09:38:37Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* TriggerEvents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown (believed to define when an attack begins to deal damage)&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Unknown&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=10868</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=10868"/>
		<updated>2020-08-16T09:37:15Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: /* TriggerEvents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown (believed to define when an attack begins to deal damage)&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
*70 - Triggers end of animation.&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Unknown&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=RiddenAnimalType&amp;diff=10854</id>
		<title>RiddenAnimalType</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=RiddenAnimalType&amp;diff=10854"/>
		<updated>2020-08-02T13:09:05Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: Created RiddenAnimalType page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RiddenAnimalType&#039;&#039;&#039; is a parameter used in the [[bgparamlist]] for [[Actor|actors]] that Link can ride. &lt;br /&gt;
&lt;br /&gt;
This value is referenced when registering a mount at a stable in order to prevent specific mounts from being registered.&lt;br /&gt;
&lt;br /&gt;
== RiddenAnimalType ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Number !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Deer&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Horse&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unused{{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || White Horse&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Epona&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Stalhorse&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Large Horse&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Donkey&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Lynel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Lord of the Mountain&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Bear&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Master Cycle Zero&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10842</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10842"/>
		<updated>2020-06-12T09:32:22Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
This array does not need to be sorted. {{Check}}&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Area&lt;br /&gt;
|A list of locations where the item is sold when the Dealer and Item are the same.&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
This array does not need to be sorted. {{Check}}&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10841</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10841"/>
		<updated>2020-06-12T09:19:54Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all Shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
This array does not need to be sorted. {{Check}}&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10840</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10840"/>
		<updated>2020-06-11T23:18:21Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: &lt;/p&gt;
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&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
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== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all Shop actor names. &lt;br /&gt;
The hashed names are in the format Npc_Name_Actor_Name.&lt;br /&gt;
This array does not need to be sorted. {{Check}}&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
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===ShopAreaInfo Values===&lt;br /&gt;
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===SoldOutInfo Hashes===&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
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[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10839</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=10839"/>
		<updated>2020-06-11T23:11:15Z</updated>

		<summary type="html">&lt;p&gt;CEObrainz: Created page with &amp;quot;&amp;lt;onlyinclude&amp;gt; &amp;#039;&amp;#039;&amp;#039;ShopGameDataInfo.byml&amp;#039;&amp;#039;&amp;#039; (found in Bootup/Gamedata) is a Yaz0-compressed BYML file which contains data pertaining to actors purchasable from...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CEObrainz</name></author>
	</entry>
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