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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Echocolat</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Echocolat"/>
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	<updated>2026-05-31T07:26:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11770</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11770"/>
		<updated>2023-04-19T09:25:28Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;La grille de régénération des objets est utilisée pour les objets de boutique et les objets régénérés de façon aléatoires. Elle est légèrement différente de la gr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] La fonction de vérification de l&#039;inventaire utilise les données d&#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se téléporter dans les épreuves de l&#039;Épée ou commencer n&#039;importe quelle autre quête qui supprime temporairement l&#039;inventaire afin de contourner [[GameDataMgr]] pour restocker les flèches ne fonctionne plus.&lt;br /&gt;
&lt;br /&gt;
Les revival flags pour les objets de boutiques ont leur [[ResetType]] mis à 3.&lt;br /&gt;
&lt;br /&gt;
=== La grille de régénération des objets ===&lt;br /&gt;
&lt;br /&gt;
La grille de régénération des objets est utilisée pour les objets de boutique et les objets régénérés de façon aléatoires. Elle est légèrement différente de la grille de carte normale et est composée de 10 colonnes (0 à 9) et 8 lignes (0 à 7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/8/fr&amp;diff=11769</id>
		<title>Translations:Object respawning/8/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/8/fr&amp;diff=11769"/>
		<updated>2023-04-19T09:25:28Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;La grille de régénération des objets est utilisée pour les objets de boutique et les objets régénérés de façon aléatoires. Elle est légèrement différente de la gr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;La grille de régénération des objets est utilisée pour les objets de boutique et les objets régénérés de façon aléatoires. Elle est légèrement différente de la grille de carte normale et est composée de 10 colonnes (0 à 9) et 8 lignes (0 à 7).&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11768</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11768"/>
		<updated>2023-04-19T09:24:37Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;=== La grille de régénération des objets ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] La fonction de vérification de l&#039;inventaire utilise les données d&#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se téléporter dans les épreuves de l&#039;Épée ou commencer n&#039;importe quelle autre quête qui supprime temporairement l&#039;inventaire afin de contourner [[GameDataMgr]] pour restocker les flèches ne fonctionne plus.&lt;br /&gt;
&lt;br /&gt;
Les revival flags pour les objets de boutiques ont leur [[ResetType]] mis à 3.&lt;br /&gt;
&lt;br /&gt;
=== La grille de régénération des objets ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/7/fr&amp;diff=11767</id>
		<title>Translations:Object respawning/7/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/7/fr&amp;diff=11767"/>
		<updated>2023-04-19T09:24:37Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;=== La grille de régénération des objets ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== La grille de régénération des objets ===&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11766</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11766"/>
		<updated>2023-04-19T09:24:15Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les revival flags pour les objets de boutiques ont leur ResetType mis à 3.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] La fonction de vérification de l&#039;inventaire utilise les données d&#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se téléporter dans les épreuves de l&#039;Épée ou commencer n&#039;importe quelle autre quête qui supprime temporairement l&#039;inventaire afin de contourner [[GameDataMgr]] pour restocker les flèches ne fonctionne plus.&lt;br /&gt;
&lt;br /&gt;
Les revival flags pour les objets de boutiques ont leur [[ResetType]] mis à 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/6/fr&amp;diff=11765</id>
		<title>Translations:Object respawning/6/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/6/fr&amp;diff=11765"/>
		<updated>2023-04-19T09:24:15Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les revival flags pour les objets de boutiques ont leur ResetType mis à 3.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Les revival flags pour les objets de boutiques ont leur [[ResetType]] mis à 3.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11764</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11764"/>
		<updated>2023-04-19T09:23:29Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;[1.3.1+] La fonction de vérification de l&amp;#039;inventaire utilise les données d&amp;#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se té...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] La fonction de vérification de l&#039;inventaire utilise les données d&#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se téléporter dans les épreuves de l&#039;Épée ou commencer n&#039;importe quelle autre quête qui supprime temporairement l&#039;inventaire afin de contourner [[GameDataMgr]] pour restocker les flèches ne fonctionne plus.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/5/fr&amp;diff=11763</id>
		<title>Translations:Object respawning/5/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/5/fr&amp;diff=11763"/>
		<updated>2023-04-19T09:23:29Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;[1.3.1+] La fonction de vérification de l&amp;#039;inventaire utilise les données d&amp;#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se té...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[1.3.1+] La fonction de vérification de l&#039;inventaire utilise les données d&#039;inventaire du joueur réelles, et non les données de quête temporaires. Cela signifie que se téléporter dans les épreuves de l&#039;Épée ou commencer n&#039;importe quelle autre quête qui supprime temporairement l&#039;inventaire afin de contourner [[GameDataMgr]] pour restocker les flèches ne fonctionne plus.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11762</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11762"/>
		<updated>2023-04-19T09:20:54Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies : * le joueur n&amp;#039;est dans aucune des zones associé...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] The inventory check function uses the player&#039;s real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/4/fr&amp;diff=11761</id>
		<title>Translations:Object respawning/4/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/4/fr&amp;diff=11761"/>
		<updated>2023-04-19T09:20:54Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies : * le joueur n&amp;#039;est dans aucune des zones associé...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies :&lt;br /&gt;
* le joueur n&#039;est dans aucune des zones associées avec l&#039;objet de la boutique ; alternativement, si le joueur n&#039;est pas dans MainField (Hyrule)&lt;br /&gt;
* pour les objets avec le tag Arrow, le joueur possède moins de 50&amp;lt;ref&amp;gt;Configuré par [[ActorInfo]] (propriété itemSaleRevivalCount).&amp;lt;/ref&amp;gt; flèches du type en question dans son inventaire.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11760</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11760"/>
		<updated>2023-04-19T09:18:40Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Objets des boutiques ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Objets des boutiques ==&lt;br /&gt;
&lt;br /&gt;
Shop items are revived every day at midnight, assuming the following conditions are satisfied:&lt;br /&gt;
* the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)&lt;br /&gt;
* and, for items with the Arrow tag, the player has fewer than 50&amp;lt;ref&amp;gt;This is configured by [[ActorInfo]] (itemSaleRevivalCount property).&amp;lt;/ref&amp;gt; arrows of the relevant type in their inventory&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] The inventory check function uses the player&#039;s real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/3/fr&amp;diff=11759</id>
		<title>Translations:Object respawning/3/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/3/fr&amp;diff=11759"/>
		<updated>2023-04-19T09:18:40Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Objets des boutiques ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objets des boutiques ==&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11758</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11758"/>
		<updated>2023-04-19T09:18:31Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &amp;#039;&amp;#039;Revival flags&amp;#039;&amp;#039;. Ils sont toujours chargés, que l&amp;#039;objet existe dans le monde ou non.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;br /&gt;
&lt;br /&gt;
== Shop items ==&lt;br /&gt;
&lt;br /&gt;
Shop items are revived every day at midnight, assuming the following conditions are satisfied:&lt;br /&gt;
* the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)&lt;br /&gt;
* and, for items with the Arrow tag, the player has fewer than 50&amp;lt;ref&amp;gt;This is configured by [[ActorInfo]] (itemSaleRevivalCount property).&amp;lt;/ref&amp;gt; arrows of the relevant type in their inventory&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] The inventory check function uses the player&#039;s real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/2/fr&amp;diff=11757</id>
		<title>Translations:Object respawning/2/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/2/fr&amp;diff=11757"/>
		<updated>2023-04-19T09:18:31Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &amp;#039;&amp;#039;Revival flags&amp;#039;&amp;#039;. Ils sont toujours chargés, que l&amp;#039;objet existe dans le monde ou non.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Les GameData flags qui sont utilisés pour la réapparition des objets sont appelés &#039;&#039;Revival flags&#039;&#039;. Ils sont toujours chargés, que l&#039;objet existe dans le monde ou non.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11756</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11756"/>
		<updated>2023-04-19T09:17:42Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Beaucoup d&amp;#039;objets, armes et ennemis de &amp;#039;&amp;#039;Breath of the Wild&amp;#039;&amp;#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;br /&gt;
&lt;br /&gt;
GameData flags that are used to track object revival are called &amp;quot;revival flags&amp;quot;. They are always loaded, whether the object exists in the world or not.&lt;br /&gt;
&lt;br /&gt;
== Shop items ==&lt;br /&gt;
&lt;br /&gt;
Shop items are revived every day at midnight, assuming the following conditions are satisfied:&lt;br /&gt;
* the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)&lt;br /&gt;
* and, for items with the Arrow tag, the player has fewer than 50&amp;lt;ref&amp;gt;This is configured by [[ActorInfo]] (itemSaleRevivalCount property).&amp;lt;/ref&amp;gt; arrows of the relevant type in their inventory&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] The inventory check function uses the player&#039;s real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/1/fr&amp;diff=11755</id>
		<title>Translations:Object respawning/1/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/1/fr&amp;diff=11755"/>
		<updated>2023-04-19T09:17:42Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Beaucoup d&amp;#039;objets, armes et ennemis de &amp;#039;&amp;#039;Breath of the Wild&amp;#039;&amp;#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beaucoup d&#039;objets, armes et ennemis de &#039;&#039;Breath of the Wild&#039;&#039; réapparaissent après un certain moment afin que le monde ne devienne pas trop vide. La façon exacte dont réapparaissent les objets est spécifique à chaque acteur.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11754</id>
		<title>Object respawning/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Object_respawning/fr&amp;diff=11754"/>
		<updated>2023-04-19T09:16:33Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Réapparition des objets&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many materials, weapons and enemies in &#039;&#039;Breath of the Wild&#039;&#039; respawn after a certain amount of time to prevent the world from getting too empty. The exact respawn/revival policy is specific to each actor.&lt;br /&gt;
&lt;br /&gt;
GameData flags that are used to track object revival are called &amp;quot;revival flags&amp;quot;. They are always loaded, whether the object exists in the world or not.&lt;br /&gt;
&lt;br /&gt;
== Shop items ==&lt;br /&gt;
&lt;br /&gt;
Shop items are revived every day at midnight, assuming the following conditions are satisfied:&lt;br /&gt;
* the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)&lt;br /&gt;
* and, for items with the Arrow tag, the player has fewer than 50&amp;lt;ref&amp;gt;This is configured by [[ActorInfo]] (itemSaleRevivalCount property).&amp;lt;/ref&amp;gt; arrows of the relevant type in their inventory&lt;br /&gt;
&lt;br /&gt;
[1.3.1+] The inventory check function uses the player&#039;s real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works.&lt;br /&gt;
&lt;br /&gt;
Revival flags for shop items have their [[ResetType]] set to 3.&lt;br /&gt;
&lt;br /&gt;
=== The revival map grid ===&lt;br /&gt;
&lt;br /&gt;
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).&lt;br /&gt;
&lt;br /&gt;
Given an item located in column &amp;lt;code&amp;gt;itemCol&amp;lt;/code&amp;gt; and row &amp;lt;code&amp;gt;itemRow&amp;lt;/code&amp;gt;, the player is considered to not be in its map area &#039;&#039;if and only if&#039;&#039;:&lt;br /&gt;
* itemCol &amp;lt; playerCol1&lt;br /&gt;
* or itemCol &amp;gt; playerCol2&lt;br /&gt;
* or itemRow &amp;lt; playerRow1&lt;br /&gt;
* or itemRow &amp;gt; playerRow2&lt;br /&gt;
&lt;br /&gt;
where the player column and row values are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);&lt;br /&gt;
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);&lt;br /&gt;
if ( (col + 0.5) * 1000.0 + -5000.0 &amp;gt;= x ) {&lt;br /&gt;
  *col1 = col - 1;&lt;br /&gt;
  *col2 = col;&lt;br /&gt;
} else {&lt;br /&gt;
  *col1 = col;&lt;br /&gt;
  *col2 = col + 1;&lt;br /&gt;
}&lt;br /&gt;
if ( (row + 0.5) * 1000.0 + -4000.0 &amp;gt;= z ) {&lt;br /&gt;
  *row1 = row - 1;&lt;br /&gt;
  *row2 = row;&lt;br /&gt;
} else {&lt;br /&gt;
  *row1 = row;&lt;br /&gt;
  *row2 = row + 1;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Revival during blood moons (RevivalBloodyMoon) ==&lt;br /&gt;
&lt;br /&gt;
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value.&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 1.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalBloodyMoon policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Battle Axe (Weapon_Lsword_013)&lt;br /&gt;
* Ancient Battle Axe+ (Weapon_Lsword_014)&lt;br /&gt;
* Ancient Battle Axe++ (Weapon_Lsword_015)&lt;br /&gt;
* Ancient Bladesaw (Weapon_Lsword_023)&lt;br /&gt;
* Ancient Bow (Weapon_Bow_023)&lt;br /&gt;
* Ancient Shield (Weapon_Shield_038)&lt;br /&gt;
* Ancient Short Sword (Weapon_Sword_023)&lt;br /&gt;
* Ancient Spear (Weapon_Spear_023)&lt;br /&gt;
* Biggoron&#039;s Sword (Weapon_Lsword_059)&lt;br /&gt;
* Black Bokoblin (Enemy_Bokoblin_Senior)&lt;br /&gt;
* Black Hinox (Enemy_Giant_Senior)&lt;br /&gt;
* Black Lizalfos (Enemy_Lizalfos_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior)&lt;br /&gt;
* Black Moblin (Enemy_Moriblin_Senior_Volcano)&lt;br /&gt;
* Blizzard Rod (Weapon_Sword_049)&lt;br /&gt;
* Blizzrobe (Enemy_Wizzrobe_Ice_Senior)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)&lt;br /&gt;
* Blue Bokoblin (Enemy_Bokoblin_Middle)&lt;br /&gt;
* Blue Hinox (Enemy_Giant_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle)&lt;br /&gt;
* Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)&lt;br /&gt;
* Blue Moblin (Enemy_Moriblin_Middle)&lt;br /&gt;
* Blue-Maned Lynel (Enemy_Lynel_Middle)&lt;br /&gt;
* Boat Oar (Weapon_Lsword_038)&lt;br /&gt;
* Boko Bat (Weapon_Lsword_004)&lt;br /&gt;
* Boko Bow (Weapon_Bow_004)&lt;br /&gt;
* Boko Club (Weapon_Sword_004)&lt;br /&gt;
* Boko Shield (Weapon_Shield_004)&lt;br /&gt;
* Boko Spear (Weapon_Spear_004)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)&lt;br /&gt;
* Bokoblin (Enemy_Bokoblin_Junior)&lt;br /&gt;
* Bokoblin Arm (Weapon_Sword_019)&lt;br /&gt;
* Boomerang (Weapon_Sword_051)&lt;br /&gt;
* Boulder Breaker (Weapon_Lsword_054)&lt;br /&gt;
* Bow of Light (Weapon_Bow_071)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Junior)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Middle)&lt;br /&gt;
* Chuchu (Enemy_Chuchu_Senior)&lt;br /&gt;
* Cobble Crusher (Weapon_Lsword_036)&lt;br /&gt;
* Cursed Bokoblin (Enemy_GanonGrudge)&lt;br /&gt;
* Cursed Lizalfos (Enemy_GanonGrudge_02)&lt;br /&gt;
* Cursed Moblin (Enemy_GanonGrudge_01)&lt;br /&gt;
* Daybreaker (Weapon_Shield_037)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)&lt;br /&gt;
* Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)&lt;br /&gt;
* Demon Carver (Weapon_Sword_073)&lt;br /&gt;
* Double Axe (Weapon_Lsword_030)&lt;br /&gt;
* Dragon Bone Boko Bow (Weapon_Bow_027)&lt;br /&gt;
* Dragonbone Boko Bat (Weapon_Lsword_006)&lt;br /&gt;
* Dragonbone Boko Club (Weapon_Sword_006)&lt;br /&gt;
* Dragonbone Boko Shield (Weapon_Shield_006)&lt;br /&gt;
* Dragonbone Boko Spear (Weapon_Spear_006)&lt;br /&gt;
* Dragonbone Moblin Club (Weapon_Lsword_012)&lt;br /&gt;
* Dragonbone Moblin Spear (Weapon_Spear_012)&lt;br /&gt;
* Drillshaft (Weapon_Spear_031)&lt;br /&gt;
* Duplex Bow (Weapon_Bow_040)&lt;br /&gt;
* Edge of Duality (Weapon_Lsword_055)&lt;br /&gt;
* Eightfold Blade (Weapon_Sword_041)&lt;br /&gt;
* Eightfold Longblade (Weapon_Lsword_041)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Junior)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Middle)&lt;br /&gt;
* Electric Chuchu (Enemy_Chuchu_Electric_Senior)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric)&lt;br /&gt;
* Electric Keese (Enemy_Keese_Electric_AllDay)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric)&lt;br /&gt;
* Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)&lt;br /&gt;
* Electric Wizzrobe (Enemy_Wizzrobe_Electric)&lt;br /&gt;
* Emblazoned Shield (Weapon_Shield_034)&lt;br /&gt;
* Enhanced Lizal Spear (Weapon_Spear_008)&lt;br /&gt;
* Falcon Bow (Weapon_Bow_017)&lt;br /&gt;
* Farmer&#039;s Pitchfork (Weapon_Spear_022)&lt;br /&gt;
* Farming Hoe (Weapon_Lsword_045)&lt;br /&gt;
* Feathered Edge (Weapon_Sword_031)&lt;br /&gt;
* Feathered Spear (Weapon_Spear_032)&lt;br /&gt;
* Fierce Deity Sword (Weapon_Lsword_060)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Junior)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Middle)&lt;br /&gt;
* Fire Chuchu (Enemy_Chuchu_Fire_Senior)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire)&lt;br /&gt;
* Fire Keese (Enemy_Keese_Fire_AllDay)&lt;br /&gt;
* Fire Rod (Weapon_Sword_060)&lt;br /&gt;
* Fire Wizzrobe (Enemy_Wizzrobe_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)&lt;br /&gt;
* Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)&lt;br /&gt;
* Fisherman&#039;s Shield (Weapon_Shield_032)&lt;br /&gt;
* Fishing Harpoon (Weapon_Spear_038)&lt;br /&gt;
* Flameblade (Weapon_Sword_033)&lt;br /&gt;
* Flamespear (Weapon_Spear_033)&lt;br /&gt;
* Forest Dweller&#039;s Bow (Weapon_Bow_013)&lt;br /&gt;
* Forest Dweller&#039;s Shield (Weapon_Shield_023)&lt;br /&gt;
* Forest Dweller&#039;s Spear (Weapon_Spear_025)&lt;br /&gt;
* Forest Dweller&#039;s Sword (Weapon_Sword_025)&lt;br /&gt;
* Forest Octorok (Enemy_Octarock_Forest)&lt;br /&gt;
* Forked Lizal Spear (Weapon_Spear_009)&lt;br /&gt;
* Frost Pebblit (Enemy_Golem_Little_Ice)&lt;br /&gt;
* Frost Talus (Enemy_Golem_Ice)&lt;br /&gt;
* Frostblade (Weapon_Sword_034)&lt;br /&gt;
* Frostspear (Weapon_Spear_034)&lt;br /&gt;
* Gerudo Scimitar (Weapon_Sword_029)&lt;br /&gt;
* Gerudo Shield (Weapon_Shield_026)&lt;br /&gt;
* Gerudo Spear (Weapon_Spear_029)&lt;br /&gt;
* Giant Boomerang (Weapon_Lsword_051)&lt;br /&gt;
* Goddess Sword (Weapon_Sword_057)&lt;br /&gt;
* Golden Bokoblin (Enemy_Bokoblin_Gold)&lt;br /&gt;
* Golden Bow (Weapon_Bow_015)&lt;br /&gt;
* Golden Claymore (Weapon_Lsword_029)&lt;br /&gt;
* Golden Lizalfos (Enemy_Lizalfos_Gold)&lt;br /&gt;
* Golden Lynel (Enemy_Lynel_Gold)&lt;br /&gt;
* Golden Moblin (Enemy_Moriblin_Gold)&lt;br /&gt;
* Great Flameblade (Weapon_Lsword_033)&lt;br /&gt;
* Great Frostblade (Weapon_Lsword_034)&lt;br /&gt;
* Great Thunderblade (Weapon_Lsword_035)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby)&lt;br /&gt;
* Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)&lt;br /&gt;
* Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior)&lt;br /&gt;
* Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)&lt;br /&gt;
* Guardian Shield (Weapon_Shield_013)&lt;br /&gt;
* Guardian Shield+ (Weapon_Shield_014)&lt;br /&gt;
* Guardian Shield++ (Weapon_Shield_015)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C)&lt;br /&gt;
* Guardian Skywatcher (Enemy_Guardian_C_Clean)&lt;br /&gt;
* Guardian Spear (Weapon_Spear_013)&lt;br /&gt;
* Guardian Spear+ (Weapon_Spear_014)&lt;br /&gt;
* Guardian Spear++ (Weapon_Spear_015)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Moss)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Sand)&lt;br /&gt;
* Guardian Stalker (Enemy_Guardian_A_Snow)&lt;br /&gt;
* Guardian Sword (Weapon_Sword_013)&lt;br /&gt;
* Guardian Sword+ (Weapon_Sword_014)&lt;br /&gt;
* Guardian Sword++ (Weapon_Sword_015)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B)&lt;br /&gt;
* Guardian Turret (Enemy_Guardian_B_Clean)&lt;br /&gt;
* Hero&#039;s Shield (Weapon_Shield_057)&lt;br /&gt;
* Hinox (Enemy_Giant_Junior)&lt;br /&gt;
* Hunter&#039;s Shield (Weapon_Shield_031)&lt;br /&gt;
* Hylian Shield (Weapon_Shield_030)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Junior)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Middle)&lt;br /&gt;
* Ice Chuchu (Enemy_Chuchu_Ice_Senior)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice)&lt;br /&gt;
* Ice Keese (Enemy_Keese_Ice_AllDay)&lt;br /&gt;
* Ice Rod (Weapon_Sword_061)&lt;br /&gt;
* Ice Wizzrobe (Enemy_Wizzrobe_Ice)&lt;br /&gt;
* Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)&lt;br /&gt;
* Igneo Pebblit (Enemy_Golem_Little_Fire)&lt;br /&gt;
* Igneo Talus (Enemy_Golem_Fire)&lt;br /&gt;
* Igneo Talus Titan (Enemy_Golem_Fire_R)&lt;br /&gt;
* Iron Sledgehammer (Weapon_Lsword_031)&lt;br /&gt;
* Keese (Enemy_Keese)&lt;br /&gt;
* Keese (Enemy_Keese_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)&lt;br /&gt;
* Keese (Enemy_Keese_Swarm_HeapMeasure)&lt;br /&gt;
* Kite Shield (Weapon_Shield_042)&lt;br /&gt;
* Knight&#039;s Bow (Weapon_Bow_035)&lt;br /&gt;
* Knight&#039;s Broadsword (Weapon_Sword_003)&lt;br /&gt;
* Knight&#039;s Claymore (Weapon_Lsword_003)&lt;br /&gt;
* Knight&#039;s Halberd (Weapon_Spear_003)&lt;br /&gt;
* Knight&#039;s Shield (Weapon_Shield_003)&lt;br /&gt;
* Korok Leaf (Weapon_Lsword_056)&lt;br /&gt;
* Lightning Rod (Weapon_Sword_062)&lt;br /&gt;
* Lightscale Trident (Weapon_Spear_050)&lt;br /&gt;
* Lizal Boomerang (Weapon_Sword_007)&lt;br /&gt;
* Lizal Bow (Weapon_Bow_006)&lt;br /&gt;
* Lizal Forked Boomerang (Weapon_Sword_008)&lt;br /&gt;
* Lizal Shield (Weapon_Shield_007)&lt;br /&gt;
* Lizal Spear (Weapon_Spear_007)&lt;br /&gt;
* Lizal Tri-Boomerang (Weapon_Sword_009)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior)&lt;br /&gt;
* Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)&lt;br /&gt;
* Lizalfos Arm (Weapon_Sword_020)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior)&lt;br /&gt;
* Lynel (Enemy_Lynel_Junior_Mountain)&lt;br /&gt;
* Lynel Bow (Weapon_Bow_009)&lt;br /&gt;
* Lynel Crusher (Weapon_Lsword_016)&lt;br /&gt;
* Lynel Shield (Weapon_Shield_016)&lt;br /&gt;
* Lynel Spear (Weapon_Spear_016)&lt;br /&gt;
* Lynel Sword (Weapon_Sword_016)&lt;br /&gt;
* Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)&lt;br /&gt;
* Meteor Rod (Weapon_Sword_048)&lt;br /&gt;
* Mighty Lynel Bow (Weapon_Bow_026)&lt;br /&gt;
* Mighty Lynel Crusher (Weapon_Lsword_017)&lt;br /&gt;
* Mighty Lynel Shield (Weapon_Shield_017)&lt;br /&gt;
* Mighty Lynel Spear (Weapon_Spear_017)&lt;br /&gt;
* Mighty Lynel Sword (Weapon_Sword_017)&lt;br /&gt;
* Moblin (Enemy_Moriblin_Junior)&lt;br /&gt;
* Moblin Arm (Weapon_Lsword_019)&lt;br /&gt;
* Moblin Club (Weapon_Lsword_010)&lt;br /&gt;
* Moblin Spear (Weapon_Spear_010)&lt;br /&gt;
* Molduga (Enemy_Sandworm)&lt;br /&gt;
* Molduking (Enemy_SandwormR)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Giant)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_Normal)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone)&lt;br /&gt;
* Monk Maz Koshia (Priest_Boss_ShadowClone_Real)&lt;br /&gt;
* Moonlight Scimitar (Weapon_Sword_030)&lt;br /&gt;
* Phrenic Bow (Weapon_Bow_029)&lt;br /&gt;
* Pot Lid (Weapon_Shield_040)&lt;br /&gt;
* Radiant Shield (Weapon_Shield_036)&lt;br /&gt;
* Reinforced Lizal Shield (Weapon_Shield_008)&lt;br /&gt;
* Rock Octorok (Enemy_Octarock_Stone)&lt;br /&gt;
* Royal Bow (Weapon_Bow_036)&lt;br /&gt;
* Royal Broadsword (Weapon_Sword_024)&lt;br /&gt;
* Royal Claymore (Weapon_Lsword_024)&lt;br /&gt;
* Royal Guard&#039;s Bow (Weapon_Bow_033)&lt;br /&gt;
* Royal Guard&#039;s Claymore (Weapon_Lsword_047)&lt;br /&gt;
* Royal Guard&#039;s Shield (Weapon_Shield_033)&lt;br /&gt;
* Royal Guard&#039;s Spear (Weapon_Spear_047)&lt;br /&gt;
* Royal Guard&#039;s Sword (Weapon_Sword_047)&lt;br /&gt;
* Royal Halberd (Weapon_Spear_024)&lt;br /&gt;
* Royal Shield (Weapon_Shield_022)&lt;br /&gt;
* Rusty Broadsword (Weapon_Sword_021)&lt;br /&gt;
* Rusty Claymore (Weapon_Lsword_020)&lt;br /&gt;
* Rusty Halberd (Weapon_Spear_021)&lt;br /&gt;
* Rusty Shield (Weapon_Shield_021)&lt;br /&gt;
* Savage Lynel Bow (Weapon_Bow_032)&lt;br /&gt;
* Savage Lynel Crusher (Weapon_Lsword_018)&lt;br /&gt;
* Savage Lynel Shield (Weapon_Shield_018)&lt;br /&gt;
* Savage Lynel Spear (Weapon_Spear_018)&lt;br /&gt;
* Savage Lynel Sword (Weapon_Sword_018)&lt;br /&gt;
* Scimitar of the Seven (Weapon_Sword_052)&lt;br /&gt;
* Sea-Breeze Boomerang (Weapon_Sword_059)&lt;br /&gt;
* Seared Steak (BoarMeat)&lt;br /&gt;
* Serpentine Spear (Weapon_Spear_037)&lt;br /&gt;
* Shield of the Mind&#039;s Eye (Weapon_Shield_041)&lt;br /&gt;
* Silver Bokoblin (Enemy_Bokoblin_Dark)&lt;br /&gt;
* Silver Bow (Weapon_Bow_014)&lt;br /&gt;
* Silver Lizalfos (Enemy_Lizalfos_Dark)&lt;br /&gt;
* Silver Longsword (Weapon_Lsword_027)&lt;br /&gt;
* Silver Lynel (Enemy_Lynel_Dark)&lt;br /&gt;
* Silver Moblin (Enemy_Moriblin_Dark)&lt;br /&gt;
* Silver Shield (Weapon_Shield_025)&lt;br /&gt;
* Silverscale Spear (Weapon_Spear_028)&lt;br /&gt;
* Snow Octorok (Enemy_Octarock_Snow)&lt;br /&gt;
* Soldier&#039;s Bow (Weapon_Bow_002)&lt;br /&gt;
* Soldier&#039;s Broadsword (Weapon_Sword_002)&lt;br /&gt;
* Soldier&#039;s Claymore (Weapon_Lsword_002)&lt;br /&gt;
* Soldier&#039;s Shield (Weapon_Shield_002)&lt;br /&gt;
* Soldier&#039;s Spear (Weapon_Spear_002)&lt;br /&gt;
* Soup Ladle (Weapon_Sword_022)&lt;br /&gt;
* Spiked Boko Bat (Weapon_Lsword_005)&lt;br /&gt;
* Spiked Boko Bow (Weapon_Bow_003)&lt;br /&gt;
* Spiked Boko Club (Weapon_Sword_005)&lt;br /&gt;
* Spiked Boko Shield (Weapon_Shield_005)&lt;br /&gt;
* Spiked Boko Spear (Weapon_Spear_005)&lt;br /&gt;
* Spiked Moblin Club (Weapon_Lsword_011)&lt;br /&gt;
* Spiked Moblin Spear (Weapon_Spear_011)&lt;br /&gt;
* Spring-Loaded Hammer (Weapon_Sword_040)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior)&lt;br /&gt;
* Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)&lt;br /&gt;
* Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior)&lt;br /&gt;
* Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone)&lt;br /&gt;
* Stalnox (Enemy_Giant_Bone_AllDay)&lt;br /&gt;
* Steel Lizal Bow (Weapon_Bow_030)&lt;br /&gt;
* Steel Lizal Shield (Weapon_Shield_009)&lt;br /&gt;
* Stone Pebblit (Enemy_Golem_Little)&lt;br /&gt;
* Stone Smasher (Weapon_Lsword_037)&lt;br /&gt;
* Stone Talus (Enemy_Golem_Junior)&lt;br /&gt;
* Stone Talus (Luminous) (Enemy_Golem_Middle)&lt;br /&gt;
* Stone Talus (Rare) (Enemy_Golem_Senior)&lt;br /&gt;
* Strengthened Lizal Bow (Weapon_Bow_011)&lt;br /&gt;
* Swallow Bow (Weapon_Bow_016)&lt;br /&gt;
* Sword (Weapon_Sword_058)&lt;br /&gt;
* Sword of the Six Sages (Weapon_Lsword_057)&lt;br /&gt;
* Throwing Spear (Weapon_Spear_030)&lt;br /&gt;
* Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)&lt;br /&gt;
* Thunderblade (Weapon_Sword_035)&lt;br /&gt;
* Thunderspear (Weapon_Spear_035)&lt;br /&gt;
* Thunderstorm Rod (Weapon_Sword_050)&lt;br /&gt;
* Torch (Weapon_Sword_043)&lt;br /&gt;
* Traveler (Npc_Assassin_003)&lt;br /&gt;
* Traveler (Npc_Assassin_004)&lt;br /&gt;
* Traveler (Npc_Assassin_005)&lt;br /&gt;
* Traveler (Npc_Assassin_006)&lt;br /&gt;
* Traveler (Npc_Assassin_007)&lt;br /&gt;
* Traveler (Npc_Assassin_008)&lt;br /&gt;
* Traveler (Npc_Assassin_009)&lt;br /&gt;
* Traveler (Npc_Assassin_010)&lt;br /&gt;
* Traveler&#039;s Bow (Weapon_Bow_001)&lt;br /&gt;
* Traveler&#039;s Claymore (Weapon_Lsword_001)&lt;br /&gt;
* Traveler&#039;s Shield (Weapon_Shield_035)&lt;br /&gt;
* Traveler&#039;s Spear (Weapon_Spear_001)&lt;br /&gt;
* Traveler&#039;s Sword (Weapon_Sword_001)&lt;br /&gt;
* Treasure Octorok (Enemy_Octarock_Desert)&lt;br /&gt;
* Tree Branch (Weapon_Sword_044)&lt;br /&gt;
* Twilight Bow (Weapon_Bow_072)&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Vicious Sickle (Weapon_Sword_053)&lt;br /&gt;
* Water Octorok (Enemy_Octarock)&lt;br /&gt;
* White-Maned Lynel (Enemy_Lynel_Senior)&lt;br /&gt;
* Windcleaver (Weapon_Lsword_074)&lt;br /&gt;
* Woodcutter&#039;s Axe (Weapon_Lsword_032)&lt;br /&gt;
* Wooden Bow (Weapon_Bow_038)&lt;br /&gt;
* Wooden Mop (Weapon_Spear_036)&lt;br /&gt;
* Wooden Shield (Weapon_Shield_001)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle)&lt;br /&gt;
* Yiga Blademaster (Enemy_Assassin_Middle_Quest)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)&lt;br /&gt;
* Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)&lt;br /&gt;
* Zora Spear (Weapon_Spear_027)&lt;br /&gt;
* Zora Sword (Weapon_Sword_027)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No automatic revival (RevivalNone) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalNone policy will not be automatically revived.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNone policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Ancient Arrow (Obj_AncientArrow_A_01)&lt;br /&gt;
* Ancient Arrow x3 (Obj_AncientArrow_C_01)&lt;br /&gt;
* Ancient Arrow x5 (Obj_AncientArrow_B_01)&lt;br /&gt;
* Ancient Core (Item_Enemy_30)&lt;br /&gt;
* Ancient Gear (Item_Enemy_26)&lt;br /&gt;
* Ancient Screw (Item_Enemy_27)&lt;br /&gt;
* Ancient Shaft (Item_Enemy_29)&lt;br /&gt;
* Ancient Spring (Item_Enemy_28)&lt;br /&gt;
* Arrow (Obj_ArrowNormal_A_01)&lt;br /&gt;
* Arrow x10 (Obj_ArrowBundle_A_02)&lt;br /&gt;
* Arrow x5 (Obj_ArrowBundle_A_01)&lt;br /&gt;
* Arrow x[NUMBER] (Obj_ArrowBundle_A_10)&lt;br /&gt;
* Blue Rupee (PutRupee_Blue)&lt;br /&gt;
* Bokoblin Guts (Item_Enemy_02)&lt;br /&gt;
* Bomb Arrow (Obj_BombArrow_A_01)&lt;br /&gt;
* Bomb Arrow x10 (Obj_BombArrow_A_03)&lt;br /&gt;
* Bomb Arrow x20 (Obj_BombArrow_A_04)&lt;br /&gt;
* Bomb Arrow x5 (Obj_BombArrow_A_02)&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* Calamity Ganon (Enemy_Ganon)&lt;br /&gt;
* Ceremonial Trident (Weapon_Spear_049)&lt;br /&gt;
* Daruk&#039;s Protection (Obj_HeroSoul_Goron)&lt;br /&gt;
* Daruk&#039;s Protection + (Obj_DLC_HeroSoul_Goron)&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Fire Arrow (Obj_FireArrow_A_01)&lt;br /&gt;
* Fire Arrow x10 (Obj_FireArrow_A_02)&lt;br /&gt;
* Fire Arrow x5 (Obj_FireArrow_A_03)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword)&lt;br /&gt;
* Fireblight Ganon (Enemy_SiteBoss_Lsword_R)&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* Giant Ancient Core (Item_Enemy_31)&lt;br /&gt;
* Gold Rupee (PutRupee_Gold)&lt;br /&gt;
* Green Rupee (PutRupee)&lt;br /&gt;
* Guardian Scout II (Enemy_Guardian_Mini_Practice)&lt;br /&gt;
* Heart Container (Obj_HeartUtuwa_A_01)&lt;br /&gt;
* Hestu&#039;s Maracas (Obj_Maracas)&lt;br /&gt;
* Ice Arrow (Obj_IceArrow_A_01)&lt;br /&gt;
* Ice Arrow x10 (Obj_IceArrow_A_02)&lt;br /&gt;
* Ice Arrow x5 (Obj_IceArrow_A_03)&lt;br /&gt;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Korok Seed (Obj_KorokNuts)&lt;br /&gt;
* Lizalfos Tail (Item_Enemy_05)&lt;br /&gt;
* Master Kohga (Enemy_Assassin_Senior)&lt;br /&gt;
* Master Sword (Weapon_Sword_070)&lt;br /&gt;
* Medoh&#039;s Emblem (Obj_DLC_HeroSeal_Rito)&lt;br /&gt;
* Mipha&#039;s Grace (Obj_HeroSoul_Zora)&lt;br /&gt;
* Mipha&#039;s Grace + (Obj_DLC_HeroSoul_Zora)&lt;br /&gt;
* Naboris&#039;s Emblem (Obj_DLC_HeroSeal_Gerudo)&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* One-Hit Obliterator (Weapon_Sword_502)&lt;br /&gt;
* Purple Rupee (PutRupee_Purple)&lt;br /&gt;
* Red Rupee (PutRupee_Red)&lt;br /&gt;
* Revali&#039;s Gale (Obj_HeroSoul_Rito)&lt;br /&gt;
* Revali&#039;s Gale + (Obj_DLC_HeroSoul_Rito)&lt;br /&gt;
* Rudania&#039;s Emblem (Obj_DLC_HeroSeal_Goron)&lt;br /&gt;
* Ruta&#039;s Emblem (Obj_DLC_HeroSeal_Zora)&lt;br /&gt;
* Sentry (RemainsFire_Drone_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_A_01)&lt;br /&gt;
* Shock Arrow (Obj_ElectricArrow_B_01)&lt;br /&gt;
* Shock Arrow x10 (Obj_ElectricArrow_A_02)&lt;br /&gt;
* Shock Arrow x5 (Obj_ElectricArrow_A_03)&lt;br /&gt;
* Silver Rupee (PutRupee_Silver)&lt;br /&gt;
* Spirit Orb (Obj_DungeonClearSeal)&lt;br /&gt;
* Stamina Vessel (Obj_StaminaUtuwa_A_01)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword)&lt;br /&gt;
* Thunderblight Ganon (Enemy_SiteBoss_Sword_R)&lt;br /&gt;
* Travel Medallion (Obj_WarpDLC)&lt;br /&gt;
* Treasure Chest (TBox_Field_Enemy)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Field_Stone_NoReaction)&lt;br /&gt;
* Treasure Chest (TBox_Field_Wood)&lt;br /&gt;
* TreasureSpot_00&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* Urbosa&#039;s Fury (Obj_HeroSoul_Gerudo)&lt;br /&gt;
* Urbosa&#039;s Fury + (Obj_DLC_HeroSoul_Gerudo)&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear)&lt;br /&gt;
* Waterblight Ganon (Enemy_SiteBoss_Spear_R)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow)&lt;br /&gt;
* Windblight Ganon (Enemy_SiteBoss_Bow_R)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No drop revival (RevivalNoneForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardian_A_Dynamic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== No revival for use flag (RevivalNoneForUsed) ==&lt;br /&gt;
&lt;br /&gt;
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalNoneForUsed policy&#039;&#039;&#039;|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* Desert Voe Headband (Mannequin_006_Head)&lt;br /&gt;
* Desert Voe Spaulder (Mannequin_006_Upper)&lt;br /&gt;
* Desert Voe Trousers (Mannequin_006_Lower)&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DownloadTerminal_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Flamebreaker Armor (Mannequin_005_Upper)&lt;br /&gt;
* Flamebreaker Boots (Mannequin_005_Lower)&lt;br /&gt;
* Flamebreaker Helm (Mannequin_005_Head)&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Gerudo Sirwal (Mannequin_007_Lower)&lt;br /&gt;
* Gerudo Top (Mannequin_007_Upper)&lt;br /&gt;
* Gerudo Veil (Mannequin_007_Head)&lt;br /&gt;
* Hylian Hood (Mannequin_001_Head)&lt;br /&gt;
* Hylian Trousers (Mannequin_001_Lower)&lt;br /&gt;
* Hylian Tunic (Mannequin_001_Upper)&lt;br /&gt;
* Korok (Npc_HiddenKorokFly)&lt;br /&gt;
* Korok (Npc_HiddenKorokGround)&lt;br /&gt;
* Radiant Mask (Mannequin_008_Head)&lt;br /&gt;
* Radiant Shirt (Mannequin_008_Upper)&lt;br /&gt;
* Radiant Tights (Mannequin_008_Lower)&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* Snowquill Headdress (Mannequin_004_Head)&lt;br /&gt;
* Snowquill Trousers (Mannequin_004_Lower)&lt;br /&gt;
* Snowquill Tunic (Mannequin_004_Upper)&lt;br /&gt;
* Soldier&#039;s Armor (Mannequin_002_Upper)&lt;br /&gt;
* Soldier&#039;s Greaves (Mannequin_002_Lower)&lt;br /&gt;
* Soldier&#039;s Helm (Mannequin_002_Head)&lt;br /&gt;
* Stealth Chest Guard (Mannequin_003_Upper)&lt;br /&gt;
* Stealth Mask (Mannequin_003_Head)&lt;br /&gt;
* Stealth Tights (Mannequin_003_Lower)&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_050)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_FinalTrial)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Iron_Hanged)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Stone)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood)&lt;br /&gt;
* Treasure Chest (TBox_Dungeon_Wood_AreaCulling)&lt;br /&gt;
* Treasure Chest (TBox_Field_Iron_GodTree)&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostBed_A_01&lt;br /&gt;
* TwnObj_GateKeeperBed_A_01&lt;br /&gt;
* TwnObj_HeburaLodgeBed_A_01&lt;br /&gt;
* TwnObj_HunterHouseBed_A_01&lt;br /&gt;
* TwnObj_Village_KorokBed_A_01&lt;br /&gt;
* TwnObj_Village_SakuradaBed_A_01&lt;br /&gt;
* TwnObj_Village_ZoraFacilityBed_A_01&lt;br /&gt;
* Warm Doublet (Mannequin_009_Upper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Random revival (RevivalRandom) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalRandom policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for most materials (fruits, rocks, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandom policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Acorn (Item_Fruit_K)&lt;br /&gt;
* Amber (Item_Ore_F)&lt;br /&gt;
* Apple (Item_Fruit_A)&lt;br /&gt;
* Armoranth (Item_PlantGet_H)&lt;br /&gt;
* Armoranth (Item_Plant_H)&lt;br /&gt;
* Armored Carp (Animal_Fish_H)&lt;br /&gt;
* Armored Carp (Item_FishGet_H)&lt;br /&gt;
* Armored Porgy (Animal_Fish_G)&lt;br /&gt;
* Armored Porgy (Item_FishGet_G)&lt;br /&gt;
* Baked Apple (Item_Roast_03)&lt;br /&gt;
* Baked Fortified Pumpkin (Item_Roast_15)&lt;br /&gt;
* Baked Palm Fruit (Item_Roast_10)&lt;br /&gt;
* Big Hearty Radish (Item_PlantGet_C)&lt;br /&gt;
* Big Hearty Radish (Item_Plant_C)&lt;br /&gt;
* Big Hearty Truffle (Item_Mushroom_N)&lt;br /&gt;
* Bird Egg (Item_Material_04)&lt;br /&gt;
* Blackened Crab (Item_RoastFish_15)&lt;br /&gt;
* Bladed Rhino Beetle (Animal_Insect_G)&lt;br /&gt;
* Blue Nightshade (Item_PlantGet_I)&lt;br /&gt;
* Blue Nightshade (Item_Plant_I)&lt;br /&gt;
* Blue Sparrow (Animal_LittleBird_C)&lt;br /&gt;
* Blue-Winged Heron (Animal_Heron_A)&lt;br /&gt;
* Blueshell Escargot (Item_RoastFish_11)&lt;br /&gt;
* Bright-Chested Duck (Animal_WildDuck_A)&lt;br /&gt;
* Bright-Eyed Crab (Animal_Insect_Z)&lt;br /&gt;
* Bright-Eyed Crab (Item_InsectGet_Z)&lt;br /&gt;
* Bushy-Tailed Squirrel (Animal_Squirrel_A)&lt;br /&gt;
* Campfire Egg (Item_Roast_51)&lt;br /&gt;
* Cane Sugar (Item_Material_01)&lt;br /&gt;
* Charred Pepper (Item_Roast_13)&lt;br /&gt;
* Chickaloo Tree Nut (Item_Fruit_L)&lt;br /&gt;
* Chillfin Trout (Animal_Fish_C)&lt;br /&gt;
* Chillfin Trout (Item_FishGet_C)&lt;br /&gt;
* Chillshroom (Item_Mushroom_B)&lt;br /&gt;
* Chuchu Jelly (Item_Enemy_40)&lt;br /&gt;
* Cold Darner (Animal_Insect_C)&lt;br /&gt;
* Cold-Footed Wolf (Animal_Wolf_C)&lt;br /&gt;
* Common Sparrow (Animal_LittleBird_A)&lt;br /&gt;
* Cool Safflina (Item_PlantGet_E)&lt;br /&gt;
* Cool Safflina (Item_Plant_E)&lt;br /&gt;
* Courser Bee Honey (BeeHome)&lt;br /&gt;
* Diamond (Item_Ore_A)&lt;br /&gt;
* Dubious Food (Item_Cook_O_01)&lt;br /&gt;
* Eldin Ostrich (Animal_Cassowary_A)&lt;br /&gt;
* Electric Darner (Animal_Insect_I)&lt;br /&gt;
* Electric Safflina (Item_PlantGet_L)&lt;br /&gt;
* Electric Safflina (Item_Plant_L)&lt;br /&gt;
* Endura Carrot (Item_PlantGet_Q)&lt;br /&gt;
* Endura Carrot (Item_Plant_Q)&lt;br /&gt;
* Endura Shroom (Item_Mushroom_O)&lt;br /&gt;
* Energetic Rhino Beetle (Animal_Insect_AA)&lt;br /&gt;
* Fairy (Animal_Insect_F)&lt;br /&gt;
* Fireproof Lizard (Animal_Insect_X)&lt;br /&gt;
* Fleet-Lotus Seeds (Item_Fruit_E)&lt;br /&gt;
* Flint (Item_Ore_I)&lt;br /&gt;
* Fortified Pumpkin (Item_Fruit_J)&lt;br /&gt;
* Fragrant Mushroom Sauté (Item_Cook_P_01)&lt;br /&gt;
* Fresh Milk (Item_Material_05)&lt;br /&gt;
* Frozen Bass (Item_ChilledFish_01)&lt;br /&gt;
* Frozen Bird Drumstick (Item_Chilled_04)&lt;br /&gt;
* Frozen Bird Thigh (Item_Chilled_05)&lt;br /&gt;
* Frozen Carp (Item_ChilledFish_04)&lt;br /&gt;
* Frozen Crab (Item_ChilledFish_07)&lt;br /&gt;
* Frozen Hearty Bass (Item_ChilledFish_06)&lt;br /&gt;
* Frozen Hearty Salmon (Item_ChilledFish_02)&lt;br /&gt;
* Frozen Porgy (Item_ChilledFish_05)&lt;br /&gt;
* Frozen River Snail (Item_ChilledFish_08)&lt;br /&gt;
* Frozen Trout (Item_ChilledFish_03)&lt;br /&gt;
* Frozen Whole Bird (Item_Chilled_06)&lt;br /&gt;
* Fruitcake (Item_Cook_N_02)&lt;br /&gt;
* Goat Butter (Item_Material_06)&lt;br /&gt;
* Golden Sparrow (Animal_LittleBird_F)&lt;br /&gt;
* Goron Spice (Item_Material_02)&lt;br /&gt;
* Gourmet Spiced Meat Skewer (Item_Cook_P_05)&lt;br /&gt;
* Grassland Fox (Animal_Fox_A)&lt;br /&gt;
* Great-Horned Rhinoceros (Animal_Rhino_A)&lt;br /&gt;
* Grizzlemaw Bear (Animal_Bear_B)&lt;br /&gt;
* Hard-Boiled Egg (Item_Boiled_01)&lt;br /&gt;
* Hearty Bass (Animal_Fish_B)&lt;br /&gt;
* Hearty Bass (Item_FishGet_B)&lt;br /&gt;
* Hearty Blueshell Snail (Animal_Fish_K)&lt;br /&gt;
* Hearty Blueshell Snail (Item_FishGet_K)&lt;br /&gt;
* Hearty Durian (Item_Fruit_D)&lt;br /&gt;
* Hearty Lizard (Animal_Insect_M)&lt;br /&gt;
* Hearty Radish (Item_PlantGet_B)&lt;br /&gt;
* Hearty Radish (Item_Plant_B)&lt;br /&gt;
* Hearty Salmon (Animal_Fish_I)&lt;br /&gt;
* Hearty Salmon (Item_FishGet_I)&lt;br /&gt;
* Hearty Truffle (Item_Mushroom_F)&lt;br /&gt;
* Herb Sauté (Item_Cook_P_02)&lt;br /&gt;
* Hightail Lizard (Animal_Insect_S)&lt;br /&gt;
* Honeyvore Bear (Animal_Bear_A)&lt;br /&gt;
* Hot-Footed Frog (Animal_Insect_A)&lt;br /&gt;
* Hotfeather Pigeon (Animal_Ptarmigan_B)&lt;br /&gt;
* Hydromelon (Item_Fruit_F)&lt;br /&gt;
* Hylian Rice (Item_Material_03)&lt;br /&gt;
* Hylian Shroom (Item_Mushroom_E)&lt;br /&gt;
* Hyrule Bass (Animal_Fish_A)&lt;br /&gt;
* Hyrule Bass (Item_FishGet_A)&lt;br /&gt;
* Hyrule Herb (Item_PlantGet_A)&lt;br /&gt;
* Hyrule Herb (Item_Plant_A)&lt;br /&gt;
* Icy Gourmet Meat (Item_Chilled_03)&lt;br /&gt;
* Icy Hearty Blueshell Snail (Item_ChilledFish_09)&lt;br /&gt;
* Icy Meat (Item_Chilled_01)&lt;br /&gt;
* Icy Prime Meat (Item_Chilled_02)&lt;br /&gt;
* Ironshell Crab (Animal_Insect_O)&lt;br /&gt;
* Ironshell Crab (Item_InsectGet_O)&lt;br /&gt;
* Ironshroom (Item_Mushroom_M)&lt;br /&gt;
* Islander Hawk (Animal_Hawk_A)&lt;br /&gt;
* Luminous Stone (Item_Ore_G)&lt;br /&gt;
* Luminous Stone Deposit (Obj_Mineral_C_01)&lt;br /&gt;
* Maraudo Wolf (Animal_Wolf_A)&lt;br /&gt;
* Mighty Bananas (Item_Fruit_H)&lt;br /&gt;
* Mighty Carp (Animal_Fish_E)&lt;br /&gt;
* Mighty Carp (Item_FishGet_E)&lt;br /&gt;
* Mighty Porgy (Animal_Fish_F)&lt;br /&gt;
* Mighty Porgy (Item_FishGet_F)&lt;br /&gt;
* Mighty Thistle (Item_PlantGet_G)&lt;br /&gt;
* Mighty Thistle (Item_Plant_G)&lt;br /&gt;
* Molduga Fin (Item_Enemy_24)&lt;br /&gt;
* Monster Extract (Item_Material_08)&lt;br /&gt;
* Mountain Buck (Animal_Deer_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_A)&lt;br /&gt;
* Mountain Crow (Animal_Crow_Swarm)&lt;br /&gt;
* Mountain Doe (Animal_Doe_A)&lt;br /&gt;
* Mountain Goat (Animal_WildGoat_A)&lt;br /&gt;
* Mushroom Omelet (Item_Cook_N_04)&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Octo Balloon (Item_Enemy_57)&lt;br /&gt;
* Octo Balloon (Item_Enemy_Put_57)&lt;br /&gt;
* Opal (Item_Ore_E)&lt;br /&gt;
* Ore Deposit (Obj_MineralBury_A_01)&lt;br /&gt;
* Ore Deposit (Obj_Mineral_A_01)&lt;br /&gt;
* Palm Fruit (Item_Fruit_G)&lt;br /&gt;
* Pink Heron (Animal_Heron_B)&lt;br /&gt;
* Prime Spiced Meat Skewer (Item_Cook_P_04)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B)&lt;br /&gt;
* Rainbow Pigeon (Animal_Pigeon_B_Swarm)&lt;br /&gt;
* Rainbow Sparrow (Animal_LittleBird_D)&lt;br /&gt;
* Rare Ore Deposit (Obj_Mineral_B_01)&lt;br /&gt;
* Raw Bird Drumstick (Item_Meat_06)&lt;br /&gt;
* Raw Bird Thigh (Item_Meat_07)&lt;br /&gt;
* Raw Gourmet Meat (Item_Meat_11)&lt;br /&gt;
* Raw Meat (Item_Meat_01)&lt;br /&gt;
* Raw Prime Meat (Item_Meat_02)&lt;br /&gt;
* Raw Whole Bird (Item_Meat_12)&lt;br /&gt;
* Razorclaw Crab (Animal_Insect_K)&lt;br /&gt;
* Razorclaw Crab (Item_InsectGet_K)&lt;br /&gt;
* Razorshroom (Item_Mushroom_L)&lt;br /&gt;
* Red Chuchu Jelly (Item_Enemy_15)&lt;br /&gt;
* Red Sparrow (Animal_LittleBird_B)&lt;br /&gt;
* Red-Tusked Boar (Animal_Boar_B)&lt;br /&gt;
* Restless Cricket (Animal_Insect_H)&lt;br /&gt;
* Roasted Acorn (Item_Roast_48)&lt;br /&gt;
* Roasted Armoranth (Item_Roast_28)&lt;br /&gt;
* Roasted Bass (Item_RoastFish_01)&lt;br /&gt;
* Roasted Big Radish (Item_Roast_19)&lt;br /&gt;
* Roasted Bird Drumstick (Item_Roast_02)&lt;br /&gt;
* Roasted Bird Thigh (Item_Roast_41)&lt;br /&gt;
* Roasted Carp (Item_RoastFish_07)&lt;br /&gt;
* Roasted Endura Carrot (Item_Roast_50)&lt;br /&gt;
* Roasted Hearty Bass (Item_RoastFish_02)&lt;br /&gt;
* Roasted Hearty Durian (Item_Roast_09)&lt;br /&gt;
* Roasted Hearty Salmon (Item_RoastFish_04)&lt;br /&gt;
* Roasted Hydromelon (Item_Roast_12)&lt;br /&gt;
* Roasted Lotus Seeds (Item_Roast_16)&lt;br /&gt;
* Roasted Mighty Bananas (Item_Roast_11)&lt;br /&gt;
* Roasted Mighty Thistle (Item_Roast_27)&lt;br /&gt;
* Roasted Porgy (Item_RoastFish_09)&lt;br /&gt;
* Roasted Radish (Item_Roast_18)&lt;br /&gt;
* Roasted Swift Carrot (Item_Roast_24)&lt;br /&gt;
* Roasted Tree Nut (Item_Roast_52)&lt;br /&gt;
* Roasted Trout (Item_RoastFish_03)&lt;br /&gt;
* Roasted Voltfruit (Item_Roast_08)&lt;br /&gt;
* Roasted Whole Bird (Item_Roast_46)&lt;br /&gt;
* Roasted Wildberry (Item_Roast_07)&lt;br /&gt;
* Rock Salt (Item_Ore_H)&lt;br /&gt;
* Rock-Hard Food (Item_Cook_O_02)&lt;br /&gt;
* Ruby (Item_Ore_B)&lt;br /&gt;
* Rugged Rhino Beetle (Animal_Insect_P)&lt;br /&gt;
* Rushroom (Item_MushroomGet_D)&lt;br /&gt;
* Rushroom (Item_Mushroom_D)&lt;br /&gt;
* Sand Sparrow (Animal_LittleBird_E)&lt;br /&gt;
* Sanke Carp (Animal_Fish_Z)&lt;br /&gt;
* Sanke Carp (Item_FishGet_Z)&lt;br /&gt;
* Sapphire (Item_Ore_C)&lt;br /&gt;
* Seafood Paella (Item_Cook_N_01)&lt;br /&gt;
* Seagull (Animal_Gull_A)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm)&lt;br /&gt;
* Seagull (Animal_Gull_Swarm_HeapMeasure)&lt;br /&gt;
* Seared Gourmet Steak (Item_Roast_45)&lt;br /&gt;
* Seared Prime Steak (Item_Roast_40)&lt;br /&gt;
* Seared Steak (Item_Roast_01)&lt;br /&gt;
* Silent Princess (Item_PlantGet_J)&lt;br /&gt;
* Silent Princess (Item_Plant_J)&lt;br /&gt;
* Silent Shroom (Item_Mushroom_J)&lt;br /&gt;
* Sizzlefin Trout (Animal_Fish_J)&lt;br /&gt;
* Sizzlefin Trout (Item_FishGet_J)&lt;br /&gt;
* Smotherwing Butterfly (Animal_Insect_AB)&lt;br /&gt;
* Sneaky River Escargot (Item_RoastFish_13)&lt;br /&gt;
* Sneaky River Snail (Animal_Fish_M)&lt;br /&gt;
* Sneaky River Snail (Item_FishGet_M)&lt;br /&gt;
* Snowcoat Fox (Animal_Fox_B)&lt;br /&gt;
* Spiced Meat Skewer (Item_Cook_P_03)&lt;br /&gt;
* Spicy Pepper (Item_Fruit_I)&lt;br /&gt;
* Stamella Shroom (Item_Mushroom_A)&lt;br /&gt;
* Staminoka Bass (Animal_Fish_L)&lt;br /&gt;
* Staminoka Bass (Item_FishGet_L)&lt;br /&gt;
* Star Fragment (Item_Ore_J)&lt;br /&gt;
* Stealthfin Trout (Animal_Fish_X)&lt;br /&gt;
* Stealthfin Trout (Item_FishGet_X)&lt;br /&gt;
* Summerwing Butterfly (Animal_Insect_Q)&lt;br /&gt;
* Sunset Firefly (Animal_Insect_E)&lt;br /&gt;
* Sunshroom (Item_Mushroom_C)&lt;br /&gt;
* Swift Carrot (Item_PlantGet_M)&lt;br /&gt;
* Swift Carrot (Item_Plant_M)&lt;br /&gt;
* Swift Violet (Item_PlantGet_O)&lt;br /&gt;
* Swift Violet (Item_Plant_O)&lt;br /&gt;
* Tabantha Moose (Animal_Elk_A)&lt;br /&gt;
* Tabantha Wheat (Item_Material_07)&lt;br /&gt;
* Thunderwing Butterfly (Animal_Insect_R)&lt;br /&gt;
* Tireless Frog (Animal_Insect_B)&lt;br /&gt;
* Toasted Big Hearty Truffle (Item_Roast_49)&lt;br /&gt;
* Toasted Hearty Truffle (Item_Roast_05)&lt;br /&gt;
* Toasty Chillshroom (Item_Roast_31)&lt;br /&gt;
* Toasty Endura Shroom (Item_Roast_53)&lt;br /&gt;
* Toasty Hylian Shroom (Item_Roast_06)&lt;br /&gt;
* Toasty Ironshroom (Item_Roast_38)&lt;br /&gt;
* Toasty Razorshroom (Item_Roast_37)&lt;br /&gt;
* Toasty Rushroom (Item_Roast_36)&lt;br /&gt;
* Toasty Silent Shroom (Item_Roast_39)&lt;br /&gt;
* Toasty Stamella Shroom (Item_Roast_04)&lt;br /&gt;
* Toasty Sunshroom (Item_Roast_32)&lt;br /&gt;
* Toasty Zapshroom (Item_Roast_33)&lt;br /&gt;
* Topaz (Item_Ore_D)&lt;br /&gt;
* Vegetable Omelet (Item_Cook_N_03)&lt;br /&gt;
* Voltfin Trout (Animal_Fish_D)&lt;br /&gt;
* Voltfin Trout (Item_FishGet_D)&lt;br /&gt;
* Voltfruit (Item_Fruit_C)&lt;br /&gt;
* Warm Darner (Animal_Insect_T)&lt;br /&gt;
* Warm Safflina (Item_PlantGet_F)&lt;br /&gt;
* Warm Safflina (Item_Plant_F)&lt;br /&gt;
* Wasteland Coyote (Animal_Wolf_B)&lt;br /&gt;
* Water Buffalo (Animal_Bull_A)&lt;br /&gt;
* White Chuchu Jelly (Item_Enemy_17)&lt;br /&gt;
* White Pigeon (Animal_Ptarmigan_A)&lt;br /&gt;
* Wildberry (Item_Fruit_B)&lt;br /&gt;
* Winterwing Butterfly (Animal_Insect_N)&lt;br /&gt;
* Wood (Obj_FireWoodBundle)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_A)&lt;br /&gt;
* Wood Pigeon (Animal_Pigeon_Swarm)&lt;br /&gt;
* Woodland Boar (Animal_Boar_A)&lt;br /&gt;
* Yellow Chuchu Jelly (Item_Enemy_16)&lt;br /&gt;
* Zapshroom (Item_Mushroom_H)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== RevivalRandom and RevivalRandomForDrop logic ===&lt;br /&gt;
&lt;br /&gt;
Every 60 seconds&amp;lt;ref&amp;gt;Time spent in menus and cutscenes does not count&amp;lt;/ref&amp;gt;, [[RadarMgr]] determines where the player is on the revival grid.&lt;br /&gt;
&lt;br /&gt;
If the player is on AocField (Trial of the Sword):&lt;br /&gt;
* Special flags (with the reset data set to 127) are &#039;&#039;skipped&#039;&#039;.&lt;br /&gt;
* Any other revival flag has a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* If the player is on MainField, special flags have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* If the player is not on MainField, non-special flags also have a &#039;&#039;1% chance&#039;&#039; of being reset.&lt;br /&gt;
* In any other case, flags have a &#039;&#039;1% chance&#039;&#039; of being reset, but only if the player is not in the same map area as the object that is to be revived.&lt;br /&gt;
&lt;br /&gt;
== Random drop revival (RevivalRandomForDrop) ==&lt;br /&gt;
&lt;br /&gt;
Drops of objects under the RevivalRandomForDrop policy will be revived at random times &#039;&#039;independently of&#039;&#039; blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalRandomForDrop policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Barrel (Barrel)&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* Iron Box (Obj_BreakBoxIron)&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoJungle_Contain_01&lt;br /&gt;
* KibakoSeaside_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_01&lt;br /&gt;
* KibakoSnowMountain_Contain_100enemy&lt;br /&gt;
* KibakoVolcano_Contain_01&lt;br /&gt;
* KibakoZora_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Pot&lt;br /&gt;
* TwnObj_City_GerudoPot_A_LL_Act_02&lt;br /&gt;
* TwnObj_City_GerudoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_City_GerudoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_City_GoronPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_KorokPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_RitoPot_A_S_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_LL_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_L_Act_01&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_M_Act_02&lt;br /&gt;
* TwnObj_Village_SheikerPot_A_S_Act_01&lt;br /&gt;
* TwnObj_Village_ZoraPot_A_M_Act_01&lt;br /&gt;
* Wooden Box (Kibako_Contain_01)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==&lt;br /&gt;
&lt;br /&gt;
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]).&lt;br /&gt;
&lt;br /&gt;
Revival flags for objects under this policy have their [[ResetType]] set to 4.&lt;br /&gt;
&lt;br /&gt;
{{actor list|label=&#039;&#039;&#039;Actors under the RevivalUnderGodTime policy&#039;&#039;&#039;|content=&lt;br /&gt;
* Blupee (Animal_RupeeRabbit_A)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/Page_display_title/fr&amp;diff=11753</id>
		<title>Translations:Object respawning/Page display title/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Object_respawning/Page_display_title/fr&amp;diff=11753"/>
		<updated>2023-04-19T09:16:33Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Réapparition des objets&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Réapparition des objets&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bdmgparam&amp;diff=11735</id>
		<title>Bdmgparam</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bdmgparam&amp;diff=11735"/>
		<updated>2023-02-01T13:10:35Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: &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=bdmgparam|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;DamageParam&#039;&#039;&#039; (&#039;&#039;bdmgparam&#039;&#039;) configures how much damage an actor takes in various cases.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enums==&lt;br /&gt;
===DamageSource===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Sword||One-handed sword&lt;br /&gt;
|-&lt;br /&gt;
|LargeSword||Two-handed sword&lt;br /&gt;
|-&lt;br /&gt;
|Spear||Spear&lt;br /&gt;
|-&lt;br /&gt;
|Arrow||Arrow&lt;br /&gt;
|-&lt;br /&gt;
|Bomb||Remote bomb {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Body||Enemy body attacks (punches, kicks, animal attacks) {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Ancient||BeamosBeam &lt;br /&gt;
|-&lt;br /&gt;
|ShockWave||Player and enemy Shockwaves {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Impulse||Impact forces&lt;br /&gt;
|-&lt;br /&gt;
|GanonBeam||? {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===DamageSize===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Middle||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Large||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Huge||Varies by source&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Link {{Check}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Sword&lt;br /&gt;
!Spear&lt;br /&gt;
!Large Sword&lt;br /&gt;
!Shockwave&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. &lt;br /&gt;
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. Charged Attack sans finisher.&lt;br /&gt;
|Normal Attack (1st hit in 2 hit combo)sans finisher. Flurry Rush attacks sans finisher. Spin Attack hits sans finisher.&lt;br /&gt;
|Jump attacks  on flat ground. Large Sword Spin Attack finisher at two rotations or lower.&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|Weapon throw. Note that this can only be noticed on weapons that don&#039;t break when thrown or when the affected Actor has IsCriticalBlowOff set to false.&lt;br /&gt;
|Weapon throw.&lt;br /&gt;
|Weapon throw.&lt;br /&gt;
|Large Sword Spin Attack finisher at 3 rotations or higher. Jump/Falling attacks from a sufficient height.&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Spin Attack on all charge levels.&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Charged Attack finisher.&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Katana Charged Attack on all charge levels. Fan (Korok Leaf) Charged Attack on all charge levels.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===DamageReaction {{Check}}===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Value!!Translation&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|即死||0x1e||Instant death&lt;br /&gt;
|Instantly kills the Actor&lt;br /&gt;
|-&lt;br /&gt;
|吹っ飛び||0x16||Blow away&lt;br /&gt;
|Ragdolls the Actor and applies Impulse defined by ImpulsePower multiplied BlastOffAttackRateSmall/BlastOffAttackRateLarge. These parameters are accessible in the actor&#039;s relevant ragdoll config. BlastOffAttackRate is generally bigger than LargeAttackRate.&lt;br /&gt;
|-&lt;br /&gt;
|大ダメージ||0x15||Large damage&lt;br /&gt;
|Ragdolls the Actor and applies a lower amount of Impulse defined by ImpulsePower multiplied by LargeAttackRate. These parameters are accessible in the actor&#039;s relevant ragdoll config. &lt;br /&gt;
|-&lt;br /&gt;
|中ダメージ||0x11||Medium damage&lt;br /&gt;
|Staggers the Actor and prevents them from acting for the stagger duration. This stagger interrupts enemy animations.&lt;br /&gt;
|-&lt;br /&gt;
|通常ダメージ||0xf||Normal damage&lt;br /&gt;
|Momentarily staggers the Actor and prevents them from acting for the stagger duration.  This stagger can only happen when the actor is idle/moving/turning, it cannot interrupt other animations.&lt;br /&gt;
|-&lt;br /&gt;
|小ダメージ||5||Small damage&lt;br /&gt;
|Visually staggers the Actor. Does not interrupt any animations or prevent the Actor from acting.&lt;br /&gt;
|-&lt;br /&gt;
|無反応||2||No reaction&lt;br /&gt;
|Do not visually stagger the actor but still apply impulse force to the hit location.&lt;br /&gt;
|-&lt;br /&gt;
|完全無反応||1||No reaction at all&lt;br /&gt;
|Do not stagger and do not apply impulse force to the hit location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Parameter objects==&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Parameter lists==&lt;br /&gt;
===damage_param===&lt;br /&gt;
====Parameter objects====&lt;br /&gt;
=====DamageType=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Key||str||Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====DamageRate=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{placeholder AAMP param name|name=([[#DamageSource]])}}||float||Damage multiplier for a given damage source&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====ReactionTable=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}}||[[#DamageReaction]] (str32)||Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Parameters=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description!!Official description&lt;br /&gt;
|-&lt;br /&gt;
|Breakable||bool||xxx||壊れるかどうか(AI無しで破壊エフェクト・消滅挙動を行う)&lt;br /&gt;
|-&lt;br /&gt;
|HammerAffect||bool||Instant death when attacked by a weapon with the Hammer attribute||ハンマーが有効かどうか(ハンマー属性にチェックを入れた武器で攻撃されると即死する)&lt;br /&gt;
|-&lt;br /&gt;
|WeakBreakerAffect||bool||xxx||Objを一撃破壊しない武器設定が有効か&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalAttackAffect||bool||Receives additional damage from chemical attacks (e.g. rod balls)||ケミカルAtによる追加ダメージを受けるか(Ex:ロッドの玉)&lt;br /&gt;
|-&lt;br /&gt;
|SpAffectRatio||float||Further multiplies incoming damage if the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ倍率(武器倍率と掛け算される)&lt;br /&gt;
|-&lt;br /&gt;
|SpAffectDamage||int||Flat additional damage added to incoming damage after all other calculations, if the the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ加算値(ダメージ計算後に加算される)&lt;br /&gt;
|-&lt;br /&gt;
|VanishAffect||bool||Is vanished by ancient arrows||消滅攻撃有効(Ex:古代の矢)&lt;br /&gt;
|-&lt;br /&gt;
|IsCriticalBlowOff||bool||xxx||クリティカルで吹き飛ぶ&lt;br /&gt;
|-&lt;br /&gt;
|IsAcceptAtkImpulse||bool||Receives damage from impact forces (e.g. Bokoblin stones)||攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石)&lt;br /&gt;
|-&lt;br /&gt;
|IsCommonCalcImpuleDamage||bool||Automatic calculation of impact damage (ImpulseDamageTable is effective only when Off)||衝撃力ダメージを自動計算する(Offの場合のみImpulseDamageTableが有効になります)&lt;br /&gt;
|-&lt;br /&gt;
|IsHeavyBreak||bool||xxx||巨体属性でへし折れる&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv0||float||Small impact force threshold ||(Small)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv0||float||Damage dealt by small impact forces||(Small)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv1||float||Medium impact force threshold||(Middle)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv1||float||Damage dealt by medium impact forces||(Middle)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv2||float||Large impact force threshold||(Large)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv2||float||Damage dealt by large impact forces||(Large)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv3||float||Huge impact force threshold||(Huge)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv3||float||Damage dealt by huge impact forces||(Huge)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv4||float||Lethal impact force threshold||(即死)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageStartHeight||float||Min height for receiving fall damage||落下ダメージ開始高さ&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageMin||int||Minimum fall damage||落下ダメージ最低値&lt;br /&gt;
|-&lt;br /&gt;
|FallDamagePerMeter||float||Fall damage/meter||1mあたりの加算落下ダメージ量&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageHighStart||float||Min height for receiving strong fall damage||強落下ダメージ開始高さ(-1で無効)&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageHighPerMeter||int||Strong fall damage/meter||強落下時1mあたりの加算落下ダメージ量&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageNoWaterDepth||float||Min water depth for avoiding fall damage||落下ダメージ受けない水深&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointBone||str||Weak point bone (leave empty for the model origin to be used)||弱手ボーン名(空白だとモデル原点)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcArea||float||Weak point calc area (0 to disable)||弱点判定エリア(弱点不要アクターはここを0に)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcOffset||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointArea||float||xxx||弱点エリア&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointOffset||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointRatio||float||Damage multiplier when weak point is hit||弱点ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointNoUIFlag||bool||Do not show explanation in UI when weak point is hit||ヒット時説明UIを出さない&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointBone2||str||xxx||弱手ボーン名(空白だとモデル原点)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcArea2||float||xxx||弱点判定エリア(弱点不要アクターはここを0に)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcOffset2||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointArea2||float||xxx||弱点エリア&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointOffset2||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointRatio2||float||xxx||弱点ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointNoUIFlag2||bool||xxx||ヒット時説明UIを出さない&lt;br /&gt;
|-&lt;br /&gt;
|SillentKillMultRatio||float||Damage multiplier for sneak strikes||奇襲ダメージ乗算倍率&lt;br /&gt;
|-&lt;br /&gt;
|SillentKillAddDamage||int||Additional damage for sneak strikes||奇襲ダメージ加算値&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadBurnout||bool||Appears to be severely bugged. When true, none of the elemental effects properly function. Burning deals no extra damage, does not set grass on fire and does not panic; Ice doesn&#039;t freeze or deal extra damage, but merely shades the model; Electric does not stun or deal extra damage.||燃え尽きでライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorBurnout||bool||Actor changes on burnout||燃え尽きでアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|IsMatamorFromTg||bool||Actor changes on burnout from fire sword||炎剣で切っても変化する&lt;br /&gt;
|-&lt;br /&gt;
|Burnable||bool||Can be burned||燃え状態有効&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage||int||Level 1 burn damage (-1 to disable)||燃えダメージLv1(-1でダメージ受けない)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage2||int||Level 2 burn damage (same as Lv1 if -1)||燃えダメージLv2(-1でLv1と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage3||int||Level 3 burn damage (same as Lv2 if -1)||燃えダメージLv3(-1でLv2と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage4||int||Level 4 burn damage (same as Lv3 if -1)||燃えダメージLv4(-1でLv3と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage5||int||Level 5 burn damage (same as Lv4 if -1)||燃えダメージLv5(-1でLv4と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnTime||int||Burn duration||燃え時間&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamageInterval||int||Receive burn damage every N frames when on fire (-1 to disable)||[火に接触時]燃えダメージ間隔(-1で無し)&lt;br /&gt;
|-&lt;br /&gt;
|BurnContinuousDamage||int||Periodic burn damage value when on fire||[火に接触時]燃え継続ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|BurnCritical||bool||Instantly vaporizes the Actor when hit with fire damage.||火異常がクリティカル扱いか&lt;br /&gt;
|-&lt;br /&gt;
|ProofBurnAtSmallDamage||bool||xxx||火弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadIce||bool||Affected Actor has their HP set to 0 when Frozen.||凍結でライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorIce||bool||Actor changes when frozen||凍結でアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|Iceable||bool||Can be frozen||凍結状態有効&lt;br /&gt;
|-&lt;br /&gt;
|IceDamage||int||Freeze damage||凍結ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|IceTime||int||Freeze duration (in frames)||凍結時間(f)&lt;br /&gt;
|-&lt;br /&gt;
|IceBreakableByAtk||bool||Can be unfrozen by attacks||凍結時攻撃で割れるか&lt;br /&gt;
|-&lt;br /&gt;
|IceBreakDamageRatio||float||Damage multiplier when unfrozen by attack||凍結破壊ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|IceCritical||bool||Instantly vaporizes the Actor when hit with ice damage.||凍結異常がクリティカル扱いか(濡れたら死ぬようになります)&lt;br /&gt;
|-&lt;br /&gt;
|ProofIceAtSmallDamage||bool||xxx||冷凍弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadElectric||bool||xxx||帯電でライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorElectric||bool||Actor changes when shocked||帯電でアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|Electricable||bool||Can be shocked||痺れ状態有効&lt;br /&gt;
|-&lt;br /&gt;
|ElectricDamage||int||Shock damage||痺れダメージ&lt;br /&gt;
|-&lt;br /&gt;
|ElectricTime||int||Shock effect duration (in frames)||痺れ時間(f)&lt;br /&gt;
|-&lt;br /&gt;
|ElecCancelableByAtk||bool||Whether shock effect is cancelled by attacks||痺れ時攻撃でキャンセルされるか&lt;br /&gt;
|-&lt;br /&gt;
|ProofElecAtSmallDamage||bool||xxx||電気弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|WetAffect||bool||Can become wet (Note: This parameter&#039;s official description is misleading. If WetAffect is true, the actor instantly dies on contact with deep water.)||濡れ有効&lt;br /&gt;
|-&lt;br /&gt;
|LightningAffect||bool||Is affected by lightning||落雷有効&lt;br /&gt;
|-&lt;br /&gt;
|LightningDamage||int||Lightning damage||落雷ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroAffect||bool||Is affected by Urbosa&#039;s Fury||英傑加護(雷)有効&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroDamage||int||Urbosa&#039;s Fury damage||英傑加護(雷)ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroTime||int||Urbosa&#039;s Fury shock effect duration (blow off when 0)||英傑加護(雷)痺れ時間(0だと吹っ飛び)&lt;br /&gt;
|-&lt;br /&gt;
|GustAffect||bool||Is affected by gusts of wind||突風有効&lt;br /&gt;
|-&lt;br /&gt;
|DrownHeight||float||Water depth before drowning (-1 to disable)||溺れる水深(-1で溺れない)&lt;br /&gt;
|-&lt;br /&gt;
|DrownDamage||int||Drown damage (0 for special cases)||溺れた瞬間に食らうダメージ(特殊な場合を除き0でいい)&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterFrozenTime||int||xxx||冷たい水地形で凍結する時間&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterAffect||bool||Is affected by freezing water||冷たい水地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamage||int||Damage when in freezing water ||冷たい水ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageInterval||int||Receive damage every N frames when in freezing water||冷たい水ダメージ最浅間隔&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageStartDepth||float||Depth threshold for freezing water||冷たい水ダメージ最浅閾値&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageIntervalDeep||int||Receive damage every N frames when in deep freezing water (-1 to disable)||冷たい水ダメージ最深間隔(-1なら使わない)&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageDeepDepth||float||Depth threshold for deep freezing water (-1 to disable)||冷たい水ダメージ最深閾値(-1で最深間隔は使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterBoiledTime||int||Time in frames to boil (-1 to disable, if enabled please disable the below settings)||熱湯地形で茹であがる時間(-1で無効,有効にする場合は以下は無効設定にして下さい)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealAffect||bool||Heals when in hot water||温泉地形で影響有&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHeal||int||Hot water heal value||温泉回復値&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealInterval||int||Recover health every N frames when in hot water||温泉影響最浅間隔&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealStartDepth||float||Depth threshold for hot water||温泉影響最浅閾値&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealIntervalDeep||int||Recover health every N frames when in deep hot water (-1 to disable) ||温泉影響最深間隔(-1なら使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealDeepDepth||float||Depth threshold for deep hot water||温泉影響最深閾値(-1で最深間隔は使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterChemCrit||bool||xxx||温泉入るとケミカルクリティカル&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogAffect||bool||Is affected by poison swamp terrain||毒沼地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogDamage||int||Poison damage||毒沼ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogDamageInterval||int||Receive poison damage every N frames||毒沼ダメージ間隔&lt;br /&gt;
|-&lt;br /&gt;
|LavaAffect||bool||Is affected by lava terrain||溶岩地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|LavaDamage||int||Lava damage||溶岩ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|LavaDamageInterval||int||Receive lava damage every N frames||溶岩ダメージ間隔&lt;br /&gt;
|-&lt;br /&gt;
|LavaDeepDepth||float||Depth threshold for deep lava||深い溶岩閾値&lt;br /&gt;
|-&lt;br /&gt;
|LavaDeepDamage||int||Deep lava damage||深い溶岩ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|CurseAffect||bool||Receives malice damage||怨念ダメージ状態有効&lt;br /&gt;
|-&lt;br /&gt;
|CurseDamage||int||Malice damage||怨念ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|CurseInterval||int||Receive malice damage every N frames (-1 to disable)||怨念ダメージ間隔(-1で無し)&lt;br /&gt;
|-&lt;br /&gt;
|CurseContinuousDamage||int||xxx||怨念継続ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|HeavySnowColdTime||int||Freeze duration when it&#039;s snowing heavily (-1 to not freeze)||大雪時凍るまでの時間(-1で凍らない)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Player_Link===&lt;br /&gt;
&amp;lt;source 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;
  lists:&lt;br /&gt;
    damage_param: !list&lt;br /&gt;
      objects:&lt;br /&gt;
        DamageType: !obj {Key: Basic}&lt;br /&gt;
        DamageRate: !obj&lt;br /&gt;
          Sword: 1.0&lt;br /&gt;
          LargeSword: 1.0&lt;br /&gt;
          Spear: 1.0&lt;br /&gt;
          Arrow: 1.0&lt;br /&gt;
          Bomb: 1.0&lt;br /&gt;
          Body: 1.0&lt;br /&gt;
          Ancient: 1.0&lt;br /&gt;
          ShockWave: 1.0&lt;br /&gt;
          Impulse: 1.0&lt;br /&gt;
          GanonBeam: 1.0&lt;br /&gt;
        ReactionTable: !obj&lt;br /&gt;
          Sword-Small: !str32 通常ダメージ&lt;br /&gt;
          Sword-Middle: !str32 中ダメージ&lt;br /&gt;
          Sword-Large: !str32 大ダメージ&lt;br /&gt;
          Sword-Huge: !str32 吹っ飛び&lt;br /&gt;
          LargeSword-Small: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Middle: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Large: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Huge: !str32 吹っ飛び&lt;br /&gt;
          Spear-Small: !str32 通常ダメージ&lt;br /&gt;
          Spear-Middle: !str32 中ダメージ&lt;br /&gt;
          Spear-Large: !str32 大ダメージ&lt;br /&gt;
          Spear-Huge: !str32 吹っ飛び&lt;br /&gt;
          Arrow-Small: !str32 通常ダメージ&lt;br /&gt;
          Arrow-Middle: !str32 通常ダメージ&lt;br /&gt;
          Arrow-Large: !str32 大ダメージ&lt;br /&gt;
          Arrow-Huge: !str32 吹っ飛び&lt;br /&gt;
          Bomb-Small: !str32 通常ダメージ&lt;br /&gt;
          Bomb-Middle: !str32 通常ダメージ&lt;br /&gt;
          Bomb-Large: !str32 大ダメージ&lt;br /&gt;
          Bomb-Huge: !str32 吹っ飛び&lt;br /&gt;
          Body-Small: !str32 通常ダメージ&lt;br /&gt;
          Body-Middle: !str32 中ダメージ&lt;br /&gt;
          Body-Large: !str32 大ダメージ&lt;br /&gt;
          Body-Huge: !str32 吹っ飛び&lt;br /&gt;
          Ancient-Small: !str32 通常ダメージ&lt;br /&gt;
          Ancient-Middle: !str32 中ダメージ&lt;br /&gt;
          Ancient-Large: !str32 吹っ飛び&lt;br /&gt;
          Ancient-Huge: !str32 吹っ飛び&lt;br /&gt;
          ShockWave-Small: !str32 通常ダメージ&lt;br /&gt;
          ShockWave-Middle: !str32 中ダメージ&lt;br /&gt;
          ShockWave-Large: !str32 大ダメージ&lt;br /&gt;
          ShockWave-Huge: !str32 吹っ飛び&lt;br /&gt;
          Impulse-Small: !str32 無反応&lt;br /&gt;
          Impulse-Middle: !str32 通常ダメージ&lt;br /&gt;
          Impulse-Large: !str32 大ダメージ&lt;br /&gt;
          Impulse-Huge: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Small: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Middle: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Large: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Huge: !str32 吹っ飛び&lt;br /&gt;
        Parameters: !obj&lt;br /&gt;
          Breakable: false&lt;br /&gt;
          HammerAffect: false&lt;br /&gt;
          WeakBreakerAffect: false&lt;br /&gt;
          ChemicalAttackAffect: true&lt;br /&gt;
          SpAffectRatio: 1.0&lt;br /&gt;
          SpAffectDamage: 0&lt;br /&gt;
          VanishAffect: false&lt;br /&gt;
          IsCriticalBlowOff: true&lt;br /&gt;
          IsAcceptAtkImpulse: true&lt;br /&gt;
          IsCommonCalcImpuleDamage: false&lt;br /&gt;
          IsHeavyBreak: false&lt;br /&gt;
          ImpulseThresholdLv0: 0.0&lt;br /&gt;
          ImpulseDamageLv0: 0.0&lt;br /&gt;
          ImpulseThresholdLv1: 8000.0&lt;br /&gt;
          ImpulseDamageLv1: 4.0&lt;br /&gt;
          ImpulseThresholdLv2: 80000.0&lt;br /&gt;
          ImpulseDamageLv2: 8.0&lt;br /&gt;
          ImpulseThresholdLv3: 800000.0&lt;br /&gt;
          ImpulseDamageLv3: 12.0&lt;br /&gt;
          ImpulseThresholdLv4: -1.0&lt;br /&gt;
          FallDamageStartHeight: 20.0&lt;br /&gt;
          FallDamageMin: 4&lt;br /&gt;
          FallDamagePerMeter: 0.6&lt;br /&gt;
          FallDamageHighStart: 50.0&lt;br /&gt;
          FallDamageHighPerMeter: 2&lt;br /&gt;
          FallDamageNoWaterDepth: 1.4&lt;br /&gt;
          WeakPointBone: &#039;&#039;&lt;br /&gt;
          WeakPointCalcArea: 0.0&lt;br /&gt;
          WeakPointCalcOffset: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointArea: 0.0&lt;br /&gt;
          WeakPointOffset: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointRatio: 4.0&lt;br /&gt;
          WeakPointNoUIFlag: false&lt;br /&gt;
          WeakPointBone2: &#039;&#039;&lt;br /&gt;
          WeakPointCalcArea2: 0.0&lt;br /&gt;
          WeakPointCalcOffset2: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointArea2: 0.0&lt;br /&gt;
          WeakPointOffset2: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointRatio2: 1.0&lt;br /&gt;
          WeakPointNoUIFlag2: false&lt;br /&gt;
          SillentKillMultRatio: 1.0&lt;br /&gt;
          SillentKillAddDamage: 0&lt;br /&gt;
          IsDeadBurnout: false&lt;br /&gt;
          IsMetamorBurnout: false&lt;br /&gt;
          IsMatamorFromTg: true&lt;br /&gt;
          Burnable: true&lt;br /&gt;
          BurnDamage: 2&lt;br /&gt;
          BurnDamage2: 4&lt;br /&gt;
          BurnDamage3: 6&lt;br /&gt;
          BurnDamage4: 8&lt;br /&gt;
          BurnDamage5: 10&lt;br /&gt;
          BurnTime: 30&lt;br /&gt;
          BurnDamageInterval: 30&lt;br /&gt;
          BurnContinuousDamage: 2&lt;br /&gt;
          BurnCritical: false&lt;br /&gt;
          ProofBurnAtSmallDamage: false&lt;br /&gt;
          IsDeadIce: false&lt;br /&gt;
          IsMetamorIce: false&lt;br /&gt;
          Iceable: true&lt;br /&gt;
          IceDamage: 2&lt;br /&gt;
          IceTime: 180&lt;br /&gt;
          IceBreakableByAtk: true&lt;br /&gt;
          IceBreakDamageRatio: 2.0&lt;br /&gt;
          IceCritical: false&lt;br /&gt;
          ProofIceAtSmallDamage: false&lt;br /&gt;
          IsDeadElectric: false&lt;br /&gt;
          IsMetamorElectric: false&lt;br /&gt;
          Electricable: true&lt;br /&gt;
          ElectricDamage: 12&lt;br /&gt;
          ElectricTime: 20&lt;br /&gt;
          ElecCancelableByAtk: true&lt;br /&gt;
          ProofElecAtSmallDamage: false&lt;br /&gt;
          WetAffect: false&lt;br /&gt;
          LightningAffect: true&lt;br /&gt;
          LightningDamage: 48&lt;br /&gt;
          GerudoHeroAffect: true&lt;br /&gt;
          GerudoHeroDamage: 100&lt;br /&gt;
          GerudoHeroTime: 300&lt;br /&gt;
          GustAffect: true&lt;br /&gt;
          DrownHeight: -1.0&lt;br /&gt;
          DrownDamage: 4&lt;br /&gt;
          ColdWaterFrozenTime: -1&lt;br /&gt;
          ColdWaterAffect: true&lt;br /&gt;
          ColdWaterDamage: 2&lt;br /&gt;
          ColdWaterDamageInterval: 60&lt;br /&gt;
          ColdWaterDamageStartDepth: 0.0&lt;br /&gt;
          ColdWaterDamageIntervalDeep: 15&lt;br /&gt;
          ColdWaterDamageDeepDepth: 1.4&lt;br /&gt;
          HotWaterBoiledTime: -1&lt;br /&gt;
          HotWaterHealAffect: true&lt;br /&gt;
          HotWaterHeal: 2&lt;br /&gt;
          HotWaterHealInterval: 60&lt;br /&gt;
          HotWaterHealStartDepth: 0.4&lt;br /&gt;
          HotWaterHealIntervalDeep: -1&lt;br /&gt;
          HotWaterHealDeepDepth: -1.0&lt;br /&gt;
          HotWaterChemCrit: false&lt;br /&gt;
          PoisonBogAffect: true&lt;br /&gt;
          PoisonBogDamage: 2&lt;br /&gt;
          PoisonBogDamageInterval: 15&lt;br /&gt;
          LavaAffect: true&lt;br /&gt;
          LavaDamage: 4&lt;br /&gt;
          LavaDamageInterval: 60&lt;br /&gt;
          LavaDeepDepth: 0.4&lt;br /&gt;
          LavaDeepDamage: 0&lt;br /&gt;
          CurseAffect: true&lt;br /&gt;
          CurseDamage: 2&lt;br /&gt;
          CurseInterval: 15&lt;br /&gt;
          CurseContinuousDamage: 2&lt;br /&gt;
          HeavySnowColdTime: -1&lt;br /&gt;
      lists: {}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;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>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=HGHT&amp;diff=11734</id>
		<title>HGHT</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=HGHT&amp;diff=11734"/>
		<updated>2023-01-30T17:36:55Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Added a more detailed height map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:5200000000.hght.png|alt=Height map of Hyrule Main Field|thumb|Height map of Hyrule Main Field]]&lt;br /&gt;
&amp;lt;code&amp;gt;hght&amp;lt;/code&amp;gt; files describe the heightmap of the main field and add-on content field.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HGHT File Specification ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;hght&amp;lt;/code&amp;gt; files contain no header or signature.&lt;br /&gt;
&lt;br /&gt;
=== hght File Layout ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;hght&amp;lt;/code&amp;gt; files only contain a table of height data. There are 65,536 (256×256) unsigned short entries in the table.&lt;br /&gt;
&lt;br /&gt;
Each file describes a 256×256 mesh tile. Each tile has placement data found in &amp;lt;code&amp;gt;[[TSCB|MainField.tscb]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Height Map Data ===&lt;br /&gt;
&lt;br /&gt;
Each entry in the table maps to an &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; component. The height or &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; component of each vertex is the value read the from the file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset (h)&lt;br /&gt;
!Size&lt;br /&gt;
!Data Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00&lt;br /&gt;
|2&lt;br /&gt;
|Unsigned Short&lt;br /&gt;
|Vertex &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; component&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;`z` is expected to be an integer quotient. The `floor` function can be used if integer division is not supported.&amp;lt;/ref&amp;gt; can be calculated, while iterating through the data table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot; line=&amp;quot;line&amp;quot;&amp;gt;&lt;br /&gt;
for (int index = 0; index &amp;lt; 256 * 256; index++) {&lt;br /&gt;
    uint x = index % 256;&lt;br /&gt;
    uint z = index / 256;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (STERA)]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=File:5200000000.hght.png&amp;diff=11733</id>
		<title>File:5200000000.hght.png</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=File:5200000000.hght.png&amp;diff=11733"/>
		<updated>2023-01-30T17:35:24Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Grey scale representation of height map data for the third lowest level of detail (5200000000) for the Hyrule Main Field. White is the highest point and black is the lowest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Grey scale representation of height map data for the third lowest level of detail (5200000000) for the Hyrule Main Field. White is the highest point and black is the lowest.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11612</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11612"/>
		<updated>2022-07-04T09:32:59Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;L&amp;#039;Alpha nécessite 40 &amp;quot;caresses&amp;quot; pour être temporairement dompté&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmb...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;br /&gt;
&lt;br /&gt;
Pour plus de détails techniques, lire [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Nombre de caresses pour le calmer ==&lt;br /&gt;
&lt;br /&gt;
L&#039;Alpha nécessite 40 &amp;quot;caresses&amp;quot; pour être temporairement dompté&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 est le plus grand nombre de caresses pour tous les chevaux et autre montures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/9/fr&amp;diff=11611</id>
		<title>Translations:Lord of the Mountain/9/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/9/fr&amp;diff=11611"/>
		<updated>2022-07-04T09:32:58Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;L&amp;#039;Alpha nécessite 40 &amp;quot;caresses&amp;quot; pour être temporairement dompté&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmb...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;L&#039;Alpha nécessite 40 &amp;quot;caresses&amp;quot; pour être temporairement dompté&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 est le plus grand nombre de caresses pour tous les chevaux et autre montures.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11610</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11610"/>
		<updated>2022-07-04T09:31:47Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Nombre de caresses pour le calmer ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;br /&gt;
&lt;br /&gt;
Pour plus de détails techniques, lire [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Nombre de caresses pour le calmer ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/8/fr&amp;diff=11609</id>
		<title>Translations:Lord of the Mountain/8/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/8/fr&amp;diff=11609"/>
		<updated>2022-07-04T09:31:47Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Nombre de caresses pour le calmer ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Nombre de caresses pour le calmer ==&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11608</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11608"/>
		<updated>2022-07-04T09:31:14Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;br /&gt;
&lt;br /&gt;
Pour plus de détails techniques, lire [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/7/fr&amp;diff=11607</id>
		<title>Translations:Lord of the Mountain/7/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/7/fr&amp;diff=11607"/>
		<updated>2022-07-04T09:31:14Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pour plus de détails techniques, lire [[WorldMgr#Lord_of_the_Mountain]].&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11606</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11606"/>
		<updated>2022-07-04T09:30:51Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Pour plus de détails techniques, lire WorldMgr#Alpha.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;br /&gt;
&lt;br /&gt;
Pour plus de détails techniques, lire [[WorldMgr#Alpha]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/7/fr&amp;diff=11605</id>
		<title>Translations:Lord of the Mountain/7/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/7/fr&amp;diff=11605"/>
		<updated>2022-07-04T09:30:51Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Pour plus de détails techniques, lire WorldMgr#Alpha.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pour plus de détails techniques, lire [[WorldMgr#Alpha]].&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11604</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11604"/>
		<updated>2022-07-04T09:30:17Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&amp;#039;importe quoi qui n&amp;#039;est pas physiquement dans l&amp;#039;overworld) ou rechargez une sauvegarde, le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/6/fr&amp;diff=11603</id>
		<title>Translations:Lord of the Mountain/6/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/6/fr&amp;diff=11603"/>
		<updated>2022-07-04T09:30:17Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&amp;#039;importe quoi qui n&amp;#039;est pas physiquement dans l&amp;#039;overworld) ou rechargez une sauvegarde, le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Notez que quand vous entrez ou quittez un sanctuaire (ou vous téléportez de ou à n&#039;importe quoi qui n&#039;est pas physiquement dans l&#039;overworld) ou rechargez une sauvegarde, le flag AnimalMaster_Appearance est réinitialisé à faux. Ce flag ne persiste pas entre les chargements.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11602</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11602"/>
		<updated>2022-07-04T09:29:19Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Ce qui est intéressant, c&amp;#039;est que seule l&amp;#039;heure d&amp;#039;apparition est déterminée aléatoirement. L&amp;#039;Alpha apparaît de façon constante au 5e jour d&amp;#039;un cycle lunaire, tant que le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/5/fr&amp;diff=11601</id>
		<title>Translations:Lord of the Mountain/5/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/5/fr&amp;diff=11601"/>
		<updated>2022-07-04T09:29:19Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Ce qui est intéressant, c&amp;#039;est que seule l&amp;#039;heure d&amp;#039;apparition est déterminée aléatoirement. L&amp;#039;Alpha apparaît de façon constante au 5e jour d&amp;#039;un cycle lunaire, tant que le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ce qui est intéressant, c&#039;est que seule l&#039;heure d&#039;apparition est déterminée aléatoirement. L&#039;Alpha apparaît de façon constante au 5e jour d&#039;un cycle lunaire, tant que les conditions requises sont satisfaites.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11600</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11600"/>
		<updated>2022-07-04T09:27:54Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;# Si le type de la Lune est 5 (premier croissant) et si Link n&amp;#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &amp;#039;&amp;#039;heure d&amp;#039;apparition&amp;#039;&amp;#039; aléatoire dans l&amp;#039;interval...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;br /&gt;
&lt;br /&gt;
Interestingly, only the appearance hour is determined by RNG. The LotM consistently appears on the 5th day of a moon cycle as long as conditions are satisfied.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/4/fr&amp;diff=11599</id>
		<title>Translations:Lord of the Mountain/4/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/4/fr&amp;diff=11599"/>
		<updated>2022-07-04T09:27:54Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;# Si le type de la Lune est 5 (premier croissant) et si Link n&amp;#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &amp;#039;&amp;#039;heure d&amp;#039;apparition&amp;#039;&amp;#039; aléatoire dans l&amp;#039;interval...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Si le type de la Lune est 5 (premier croissant) et si Link n&#039;est pas dans la map area 64 (Mont Satori), le jeu génère une &#039;&#039;heure d&#039;apparition&#039;&#039; aléatoire dans l&#039;intervalle [0 .. 22].&lt;br /&gt;
# Quand l&#039;heure actuelle correspond à l&#039;heure d&#039;apparition, le flag Appearance est activé et l&#039;Alpha est autorisé à apparaître. Link ne DOIT PAS être dans la map area 64 tant que ça ne s&#039;est pas produit, sinon le jeu retourne dans la phase 1.&lt;br /&gt;
# Une heure après l&#039;heure d&#039;apparition, le jour actuel de la semaine est stocké.&lt;br /&gt;
# L&#039;Alpha disparaît après 2 changements de jour de la semaine dans le jeu, ou 24 heures dans le jeu après l&#039;activation du flag Appearance, à la première occurence de l&#039;un des deux.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11598</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11598"/>
		<updated>2022-07-04T09:25:19Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;L&amp;#039;alpha apparaît une fois qu&amp;#039;un certain flag a été activé (&amp;#039;AnimalMaster_Appearance&amp;#039;). Sa valeur est gérée par une machine à état très simple.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;br /&gt;
&lt;br /&gt;
# If the moon type is 5 (waxing crescent) and if Link is not in map area 64 (Satori Mountain), the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval.&lt;br /&gt;
# When the current hour matches the appearance hour, the Appearance flag is set and the LotM is allowed to appear. Link must still NOT be in map area 64 until this happens, otherwise the game goes back to step 1.&lt;br /&gt;
# One hour after the appearance hour, the current day of the week is stored.&lt;br /&gt;
# The LotM disappears after two in-game week-day changes, or 24 in-game hours after the Appearance flag was set, whichever happens first.&lt;br /&gt;
&lt;br /&gt;
Interestingly, only the appearance hour is determined by RNG. The LotM consistently appears on the 5th day of a moon cycle as long as conditions are satisfied.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/3/fr&amp;diff=11597</id>
		<title>Translations:Lord of the Mountain/3/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/3/fr&amp;diff=11597"/>
		<updated>2022-07-04T09:25:19Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;L&amp;#039;alpha apparaît une fois qu&amp;#039;un certain flag a été activé (&amp;#039;AnimalMaster_Appearance&amp;#039;). Sa valeur est gérée par une machine à état très simple.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;L&#039;alpha apparaît une fois qu&#039;un certain flag a été activé (&#039;AnimalMaster_Appearance&#039;). Sa valeur est gérée par une machine à état très simple.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11596</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11596"/>
		<updated>2022-07-04T09:23:18Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Apparition ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Apparition ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain appears whenever a special flag is set (&#039;AnimalMaster_Appearance&#039;). Its value is managed by a very simple state machine.&lt;br /&gt;
&lt;br /&gt;
# If the moon type is 5 (waxing crescent) and if Link is not in map area 64 (Satori Mountain), the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval.&lt;br /&gt;
# When the current hour matches the appearance hour, the Appearance flag is set and the LotM is allowed to appear. Link must still NOT be in map area 64 until this happens, otherwise the game goes back to step 1.&lt;br /&gt;
# One hour after the appearance hour, the current day of the week is stored.&lt;br /&gt;
# The LotM disappears after two in-game week-day changes, or 24 in-game hours after the Appearance flag was set, whichever happens first.&lt;br /&gt;
&lt;br /&gt;
Interestingly, only the appearance hour is determined by RNG. The LotM consistently appears on the 5th day of a moon cycle as long as conditions are satisfied.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/2/fr&amp;diff=11595</id>
		<title>Translations:Lord of the Mountain/2/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/2/fr&amp;diff=11595"/>
		<updated>2022-07-04T09:23:18Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Apparition ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Apparition ==&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11594</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11594"/>
		<updated>2022-07-04T09:23:10Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Cet articule documente certaines mécaniques autour de l&amp;#039; &amp;#039;&amp;#039;&amp;#039;Alpha&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain appears whenever a special flag is set (&#039;AnimalMaster_Appearance&#039;). Its value is managed by a very simple state machine.&lt;br /&gt;
&lt;br /&gt;
# If the moon type is 5 (waxing crescent) and if Link is not in map area 64 (Satori Mountain), the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval.&lt;br /&gt;
# When the current hour matches the appearance hour, the Appearance flag is set and the LotM is allowed to appear. Link must still NOT be in map area 64 until this happens, otherwise the game goes back to step 1.&lt;br /&gt;
# One hour after the appearance hour, the current day of the week is stored.&lt;br /&gt;
# The LotM disappears after two in-game week-day changes, or 24 in-game hours after the Appearance flag was set, whichever happens first.&lt;br /&gt;
&lt;br /&gt;
Interestingly, only the appearance hour is determined by RNG. The LotM consistently appears on the 5th day of a moon cycle as long as conditions are satisfied.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/1/fr&amp;diff=11593</id>
		<title>Translations:Lord of the Mountain/1/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/1/fr&amp;diff=11593"/>
		<updated>2022-07-04T09:23:10Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Cet articule documente certaines mécaniques autour de l&amp;#039; &amp;#039;&amp;#039;&amp;#039;Alpha&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cet articule documente certaines mécaniques autour de l&#039; &#039;&#039;&#039;Alpha&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11592</id>
		<title>Lord of the Mountain/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Lord_of_the_Mountain/fr&amp;diff=11592"/>
		<updated>2022-07-04T09:22:45Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Alpha&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
This article documents some mechanics about the &#039;&#039;&#039;Lord of the Mountain&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain appears whenever a special flag is set (&#039;AnimalMaster_Appearance&#039;). Its value is managed by a very simple state machine.&lt;br /&gt;
&lt;br /&gt;
# If the moon type is 5 (waxing crescent) and if Link is not in map area 64 (Satori Mountain), the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval.&lt;br /&gt;
# When the current hour matches the appearance hour, the Appearance flag is set and the LotM is allowed to appear. Link must still NOT be in map area 64 until this happens, otherwise the game goes back to step 1.&lt;br /&gt;
# One hour after the appearance hour, the current day of the week is stored.&lt;br /&gt;
# The LotM disappears after two in-game week-day changes, or 24 in-game hours after the Appearance flag was set, whichever happens first.&lt;br /&gt;
&lt;br /&gt;
Interestingly, only the appearance hour is determined by RNG. The LotM consistently appears on the 5th day of a moon cycle as long as conditions are satisfied.&lt;br /&gt;
&lt;br /&gt;
Note that whenever you enter/leave a shrine (or warp from or to anything that is not physically in the overworld) or reload a save, the AnimalMaster_Appearance flag is reset to false. That flag does not persist across reloads.&lt;br /&gt;
&lt;br /&gt;
For more technical details, please read [[WorldMgr#Lord_of_the_Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Calm down number ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Mountain requires 40 &amp;quot;calm down&amp;quot; presses to be (temporarily) tamed&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/e/2PACX-1vSmRL13Sc5YQ27TSK5kDywrVq2c2AUIBlRDpb3C3DpTOJ7f5QG_5bVmbz8ksDSA1N5X9c76TWVxDNz5/pubhtml&amp;lt;/ref&amp;gt;. 40 is the highest number of presses among all horses and horse-like animals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/Page_display_title/fr&amp;diff=11591</id>
		<title>Translations:Lord of the Mountain/Page display title/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Lord_of_the_Mountain/Page_display_title/fr&amp;diff=11591"/>
		<updated>2022-07-04T09:22:45Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Alpha&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alpha&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11587</id>
		<title>Escape Ganon glitch/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11587"/>
		<updated>2022-06-25T09:55:07Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Références == * Configuration de GameData * PlacementMgr * Versions &amp;lt;references/&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
L&#039;[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ &#039;&#039;&#039;Escape Ganon glitch&#039;&#039;&#039;] est un glitch qui permet à Link de garder l&#039;Arc de lumière, mais qui laisse le jeu dans un état étrange avec de nombreux effets secondaires bizarres. Pour rendre les choses encore plus déroutantes, les effets exacts diffèrent suivant la version du jeu.&lt;br /&gt;
&lt;br /&gt;
Cet article documente les effets du glitch et essaie d&#039;expliquer quelques uns des effets secondaires.&lt;br /&gt;
&lt;br /&gt;
== Effets ==&lt;br /&gt;
&lt;br /&gt;
=== Restrictions sur la sauvegarde, la téléportation, passer le temps et l&#039;entrée des sanctuaires ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est bien connu qu&#039;il est impossible de sauvegarde ou se téléporter lorsque l&#039;on combat Ganon le Fléau ou Ganon, Créature Maléfique. Cependant, cet état ne persiste pas à travers les chargements de sauvegarde normalement. Alors pourquoi sauvegarder ou se téléporter est impossible même après avoir chargé une autre sauvegarde ?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, qui est initialisé juste avant que Link soit téléporté dans la Plaine d&#039;Hyrule pour affronter Ganon, Créature Maléfique. Il est utilisé pour faire apparaître Ganon, Créature Maléfique, comme le nom l&#039;indique; cependant un effet secondaire est qu&#039;à chaque fois qu&#039;une sauvegarde avec ce flag d&#039;activé est chargé, le jeu initialise automatiquement les flags &#039;&#039;SaveProhibition&#039;&#039;, &#039;&#039;WarpProhibition&#039;&#039;, &#039;&#039;KillTimeProhibition&#039;&#039; et &#039;&#039;EnterDungeonProhibition&#039;&#039;. Ces flags font exactement ce que dit leur nom: bloquer la sauvegarde, la téléportation, empêcher de passer le temps et d&#039;entrer dans les sanctuaires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il est possible de se débarrasser de ces restrictions&#039;&#039;&#039; en commençant n&#039;importe quel évènement qui finit par appeler l&#039;évènement [https://eventviewer.zeldamods.org/viewer.html?data=/d/Common.json&amp;amp;params=1&amp;amp;entry=EnableSaveAndWarp Common&amp;lt;EnableSaveAndWarp&amp;gt;] (ou active ces flags manuellement). C&#039;est parce que ces flags sont utilisés durant tout le jeu pour empêcher de se téléporter, sauvegarder, etc. Généralement, les joueurs utilisent le mini-jeu de pari dans le village d&#039;Écaraille pour réactiver les sauvegardes, auto-sauvegardes, téléportations, feux de camp, terminaux de sanctuaire.&lt;br /&gt;
&lt;br /&gt;
=== Animations étranges juste après un temps de chargement ===&lt;br /&gt;
&lt;br /&gt;
[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&amp;amp;params=1&amp;amp;entry=Demo025_0 Demo025_0] (qui est jouée chaque fois que Link est spawné dans Hyrule) vérifie le flag &#039;&#039;IsPlayed_Demo146_0&#039;&#039;. Si il est actif, l&#039;action du joueur &#039;&#039;Demo_AccelerateHorse&#039;&#039; est appelée. Ce qui explique pourquoi Link fait une drôle d&#039;animation au moment où le joueur charge une sauvegarde qui a été faite après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Lunes de sang ===&lt;br /&gt;
&lt;br /&gt;
Comme c&#039;est expliqué dans les articles sur le système de [[Time|Temps]] et [[WorldMgr]], &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; empêche la cinématique de la [[blood moon|Lune de sang]] d&#039;être déclenchée à minuit. Cependant, le timer de la Lune de sang avance toujours et les Lunes de sang sont prévues comme d&#039;habitude, ce qui explique pourquoi des particules de rancoeur apparaissent toujours avant de disparaître d&#039;un seul coup.&lt;br /&gt;
&lt;br /&gt;
Malheureusement, rien ne désactive le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; donc il n&#039;est pas possible d&#039;obtenir des Lunes de sang de façon naturelle. La seule façon d&#039;obtenir une Lune de sang est d&#039;avancer le temps manuellement en dormant ou attendant auprès d&#039;un feu de camp, comme aucun des flags empêchant la Lune de sang sont vérifiés quand le joueur exécute ces actions. Sûrement un oubli.&lt;br /&gt;
&lt;br /&gt;
=== Ennemis, sanctuaires, PNJ, etc. manquants ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est l&#039;effet le plus flagrant. Après avoir fait le glitch, les sanctuaires, la plupart des PNJ et ennemis, et les tours, ne spawnent plus qu&#039;en partie voire pas du tout.&lt;br /&gt;
&lt;br /&gt;
Ceci est expliqué par une faille dans le code de [[Placement]]. La logique de spawn &#039;&#039;exacte&#039;&#039; est telle qu&#039;elle suit:&lt;br /&gt;
&lt;br /&gt;
Si:&lt;br /&gt;
&lt;br /&gt;
* [1.0.0-1.2.0] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé&lt;br /&gt;
* [1.3.0+] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; &#039;&#039;&#039;ou&#039;&#039;&#039; &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est activé.&lt;br /&gt;
&lt;br /&gt;
et si un objet de la carte:&lt;br /&gt;
&lt;br /&gt;
* n&#039;est pas &#039;&#039;Enemy_GanonBeast&#039;&#039; et son nom de profil&amp;lt;ref&amp;gt;Il y a différents types d&#039;[[actor|acteur]]s (entités) dans BotW. Les profils sont des sortes de catégories qui permettent à Nintendo de réutiliser le même code en interne, pour des acteurs différents mais très similaires.&amp;lt;/ref&amp;gt; est &#039;&#039;Enemy&#039;&#039;, &#039;&#039;GelEnemy&#039;&#039;, &#039;&#039;SandWorm&#039;&#039; (sic), &#039;&#039;Prey&#039;&#039;, &#039;&#039;Dragon&#039;&#039; ou &#039;&#039;Guardian&#039;&#039;, ou contient &#039;&#039;NPC&#039;&#039; (&#039;&#039;NPC&#039;&#039;, &#039;&#039;DemoNPC&#039;&#039;...)&lt;br /&gt;
* ou est exactement appelé &#039;&#039;Enemy_Guardian_A&#039;&#039;&lt;br /&gt;
* ou a &#039;&#039;Entrance&#039;&#039; ou &#039;&#039;WarpPoint&#039;&#039; ou &#039;&#039;Terminal&#039;&#039; dans son nom de configuration d&#039;unité&lt;br /&gt;
&lt;br /&gt;
alors il n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
De plus, si cet objet apparaît à un groupe de placement (autrement dit, si il est lié à d&#039;autres objets de la carte dans la [[map unit]]), ce groupe entier n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
==== Explication ====&lt;br /&gt;
&lt;br /&gt;
Ceci explique pourquoi les PNJ, la plupart des ennemis et des sanctuaires n&#039;apparaissent pas après s&#039;être échappé du combat -- ils sont spécifiquement exclus.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi pour ça que les tours ont l&#039;air bizarres -- elles sont toujours liées à &#039;&#039;FldObj_DownloadTerminal_A_01&#039;&#039; (Terminal de téléchargement de la carte Sheikah) et &#039;&#039;DgnObj_WarpPoint_A_01&#039;&#039; (le cercle sur lequel Link apparaît quand il se téléporte), donc la majorité des objets de carte qui constituent une Tour Sheikah n&#039;apparaissent donc &#039;&#039;pas non plus&#039;&#039;. C&#039;est un effet secondaire de la supression des sanctuaires.&lt;br /&gt;
&lt;br /&gt;
De façon similaire, l&#039;intérieur des sanctuaires est invisible parce que le modèle du sanctuaire entier est un unique objet lié au moine Sheikah du sanctuaire, qui est un PNJ.&lt;br /&gt;
&lt;br /&gt;
De plus, ceci évèle pourquoi le Pont Suspendu de Digdo est invisible après avoir déclenché la cinématique du boss final: les objets de carte sont appelés &#039;&#039;FldObj_RockBridgeGerudoEntrance_A_01&#039;&#039;, et à cause l&#039;énorme liste noire de Nintendo concernant les noms d&#039;objets, les ponts sont finissent pas ne pas pouvoir apparaître.&lt;br /&gt;
&lt;br /&gt;
D&#039;ailleurs, la seule et unique raison pour laquelle les Moldarquors apparaissent est parce qu&#039;un développeur a fait une faute de frappe. Le profil des Moldarquors est censé être &#039;&#039;Sandworm&#039;&#039;, pas &#039;&#039;SandWorm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Le patch cassé de Nintendo ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé quand le joueur déclence la cinématique du boss final dans les Quartiers Principaux. D&#039;un autre côté, &#039;&#039;Is_Played_Demo145_0&#039;&#039; est activé après la mort de Ganon, le Fléau.&lt;br /&gt;
&lt;br /&gt;
Alors pourquoi la version 1.3.0 vérifie &#039;&#039;IsPlayed_Demo145_0&#039;&#039; en plus de &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que Nintendo a changé la façon dont sont gérées les données de sauvegarde dans la 1.2.0, en essayant de corriger un glitch similaire: Depuis la 1.2.0, le flag &#039;&#039;FirstInHyruleCastleBoosRoom&#039;&#039; n&#039;est plus chargé depuis ou écrit dans les fichiers de sauvegarde. Ainsi, pour s&#039;assurer que &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; a toujours la bonne valeur, Nintendo doit maintenant se reposer sur un flag de fin de jeu différent, et a choisi &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Les fins lecteurs auront remarqué que la 1.2.0 est la version dans laquelle charger une sauvegarde fait réapparaître les PNJ, sanctuaires et autres acteurs exclus. C&#039;est tout simplement parce qu&#039;un chargement de sauvegarde en 1.2.0 et au dessus réinitialise &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; à sa valeur par défaut (faux), donc en 1.2.0 la logique de spawn n&#039;est pas utilisée.&lt;br /&gt;
&lt;br /&gt;
La 1.3.0 est la première version dans laquelle cette astuce ne fonctionne plus parce que &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est toujours sauvegardé et chargé comme il faut. Mode expert, épreuves de l&#039;épée, mourir, tuer Ganon, etc. n&#039;ont aucun effet. La seule façon de se sortir de cet état est de réinitialiser &#039;&#039;le&#039;&#039; flag, et malheureusement il n&#039;y a rien que le joueur peut faire pour réinitialiser les flags IsPlayed. &lt;br /&gt;
&lt;br /&gt;
=== Modules (amiibo, Destrier de Légende 0.1) ===&lt;br /&gt;
&lt;br /&gt;
Comme d&#039;autres parties du jeu, les modules amiibo et Destrier de Légende 0.1 utilisent les flags IsPlayed_Demo pour décider si l&#039;utilisation de ces modules devrait être restreinte. Commençons donc par une liste des cinématiques [[Demo]] impactantes et leur description (traduites + la description interne officielle en japonais de Nintendo):&lt;br /&gt;
&lt;br /&gt;
* Demo141_0: Citadelle du château d&#039;Hyrule - L&#039;ombre de vent de Ganon apparaît ハイラル城本丸・カースガノン（風）登場&lt;br /&gt;
* Demo141_1: Citadelle du château d&#039;Hyrule - L&#039;ombre de feu de Ganon apparaît ハイラル城本丸・カースガノン（火）登場&lt;br /&gt;
* Demo141_2: Citadelle du château d&#039;Hyrule - L&#039;ombre de foudre de Ganon apparaît ハイラル城本丸・カースガノン（雷）登場&lt;br /&gt;
* Demo141_3: Citadelle du château d&#039;Hyrule - L&#039;ombre d&#039;eau de Ganon apparaît ハイラル城本丸・カースガノン（水）登場&lt;br /&gt;
* Demo142_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon apparaît ハイラル城本丸・不完全体ガノン登場&lt;br /&gt;
* Demo143_4: Citadelle du château d&#039;Hyrule - Le tir de la Créature Divine ハイラル城本丸・神獣ビーム着弾&lt;br /&gt;
* Demo145_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon meurt ハイラル城本丸・不完全体ガノン死亡&lt;br /&gt;
* Demo146_0: Plaine d&#039;Hyrule - Ganon Créature maléfique apparaît ハイラル平原・魔獣ガノン登場&lt;br /&gt;
&lt;br /&gt;
Pour le module amiibo, si &#039;&#039;Demo146_0&#039;&#039;, &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, le joueur ne peut pas utiliser d&#039;amiibo.&lt;br /&gt;
&lt;br /&gt;
Les vérifications pour le Destrier de Légende 0.1 sont légèrement différentes (et c&#039;est évident qu&#039;ils ont copié-collé le code de l&#039;amiibo...):&lt;br /&gt;
&lt;br /&gt;
* Si &#039;&#039;Demo146_0&#039;&#039; a été jouée, le joueur est explicitement autorisé à utiliser la moto.&lt;br /&gt;
* Si &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, il ne peut pas utiliser la moto.&lt;br /&gt;
* Sinon, Link peut utiliser la moto si il n&#039;est pas dans la carte principale (MainField). Donc il peut la faire apparaître dans les épreuves de l&#039;épée après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Quêtes EX ===&lt;br /&gt;
&lt;br /&gt;
Si Demo146_0 a été jouée, les quêtes EX épreuves de l&#039;épée et l&#039;ode aux Prodiges ne commenceront pas. Nintendo vérifie explicitement le flag dans les deux cas.&lt;br /&gt;
&lt;br /&gt;
=== Arc de Lumière et épée de Légende ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; contrôle aussi le spawn statique de l&#039;arc de lumière. De plus, l&#039;épée de Légende sera toujours dans sa forme améliorée (&amp;quot;forme véritable&amp;quot;) tant que le flag est actif.&lt;br /&gt;
&lt;br /&gt;
=== Lasers de Créature Divine et anciens piliers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo145_0&#039;&#039; d&#039;activé active également &amp;quot;Mode boss final&amp;quot; dans le code. Le seul effet visible est que les lasers des créatures divines sont désactivés.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo147_0&#039;&#039; (cinématique de scellement de Ganon) fait disparaître la rancoeur et font que les anciens piliers autour du Château d&#039;Hyrule brillent en bleu.&lt;br /&gt;
&lt;br /&gt;
=== Téléportation instantanée au Fléau ===&lt;br /&gt;
&lt;br /&gt;
De façon similaire à &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; est activé juste avant d&#039;entrer dans le combat contre Ganon, le Fléau, pour le faire apparaître et disparaître dès qu&#039;il est vaincu.&lt;br /&gt;
&lt;br /&gt;
Ce flag a un étrange effet secondaire. Toutes les frames, si le flag est activé, et si la coordonnée Y (la hauteur) de Link est inférieure à 170.0, Link est téléporté à (-254.0, 191.0, -1026.0).&lt;br /&gt;
&lt;br /&gt;
=== L&#039;exploit du mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Le mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; peut aussi être utilisé pour s&#039;échapper de Ganon. Cet exploit est la raison pour laquelle garder l&#039;Arc de lumière et toujours être capable de jouer au jeu normalement était possible en 1.2.0.&lt;br /&gt;
&lt;br /&gt;
La façon dont cela fonctionne est que l&#039;on commence le mini jeu, puis on déclenche le combat contre Ganon, le fléau. Dès que la cinématique se finit, le mini-jeu s&#039;arrête et Link s&#039;est échappé de Ganon, avec tous les flags de fin de jeu mentionnés précédemment toujours activés.&lt;br /&gt;
&lt;br /&gt;
Dans les versions inférieures à la 1.1.2, ceci créait de sérieux dégâts étant donné que la plupart des ces flags de fin de jeu étaient écrits dans le fichier de sauvegarde (en incluant &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Quelqu&#039;un a fait une vidéo dessus et Nintendo ont apparemment pensé que le glitch soit suffisamment sérieux pour mériter un patch spécial.&lt;br /&gt;
&lt;br /&gt;
=== La correction de Nintendo ===&lt;br /&gt;
&lt;br /&gt;
Un simple et facile correctif aurait été de ne pas faire apparaître le déclencheur de Ganon, le fléau pendant que le mini-jeu est actif, mais ce n&#039;est pas comme ça qu&#039;ils ont décidé de le patcher.&lt;br /&gt;
&lt;br /&gt;
Parce qu&#039;ils savaient à propos des effets du flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;, ils ont changé la configuration de GameData afin de &#039;&#039;ne pas&#039;&#039; sauvegarder ce flag, donc les PNJ, sanctuaires, ennemis et tours ne disparaissaient pas, même après avoir fait le glitch.&lt;br /&gt;
&lt;br /&gt;
Ils ont également modifié l&#039;event du mini-jeu Opération Homme-Oiseau (&#039;&#039;MiniGame_HillTower_BirdMan&#039;&#039;) afin de toujours réinitialiser manuellement certains effets de l&#039;atterrissage dans les Quartiers Principaux:&lt;br /&gt;
&lt;br /&gt;
* Un event a été ajouté à l&#039;event d&#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces exactes mêmes coordonnées dans le code de base. Il se peut qu&#039;ils voulaient s&#039;assurer que la téléportation fonctionnerait.&lt;br /&gt;
* À l&#039;atterrissage, les flags &#039;&#039;IsPlayed_Demo141_{0,1,2,3}&#039;&#039; et &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; sont manuellement réinitialisés. Oui, ils ont oublié de réinitialiser les autres flags qui auraient pu être initialisés, comme &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
* Tant que le mini-jeu est actif, le flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est réinitialisé &#039;&#039;toutes les frames&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi bancal que ça en a l&#039;air, et sans surprise a mené le glitch de spawn de la 1.2.0, ce qui leur a donc demandé de faire un autre patch dans la 1.3.0.&lt;br /&gt;
&lt;br /&gt;
== Références ==&lt;br /&gt;
* Configuration de [[GameData]]&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/61/fr&amp;diff=11586</id>
		<title>Translations:Escape Ganon glitch/61/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/61/fr&amp;diff=11586"/>
		<updated>2022-06-25T09:55:07Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;== Références == * Configuration de GameData * PlacementMgr * Versions &amp;lt;references/&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Références ==&lt;br /&gt;
* Configuration de [[GameData]]&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11585</id>
		<title>Escape Ganon glitch/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11585"/>
		<updated>2022-06-25T09:54:36Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;C&amp;#039;est aussi bancal que ça en a l&amp;#039;air, et sans surprise a mené le glitch de spawn de la 1.2.0, ce qui leur a donc demandé de faire un autre patch dans la 1.3.0.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
L&#039;[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ &#039;&#039;&#039;Escape Ganon glitch&#039;&#039;&#039;] est un glitch qui permet à Link de garder l&#039;Arc de lumière, mais qui laisse le jeu dans un état étrange avec de nombreux effets secondaires bizarres. Pour rendre les choses encore plus déroutantes, les effets exacts diffèrent suivant la version du jeu.&lt;br /&gt;
&lt;br /&gt;
Cet article documente les effets du glitch et essaie d&#039;expliquer quelques uns des effets secondaires.&lt;br /&gt;
&lt;br /&gt;
== Effets ==&lt;br /&gt;
&lt;br /&gt;
=== Restrictions sur la sauvegarde, la téléportation, passer le temps et l&#039;entrée des sanctuaires ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est bien connu qu&#039;il est impossible de sauvegarde ou se téléporter lorsque l&#039;on combat Ganon le Fléau ou Ganon, Créature Maléfique. Cependant, cet état ne persiste pas à travers les chargements de sauvegarde normalement. Alors pourquoi sauvegarder ou se téléporter est impossible même après avoir chargé une autre sauvegarde ?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, qui est initialisé juste avant que Link soit téléporté dans la Plaine d&#039;Hyrule pour affronter Ganon, Créature Maléfique. Il est utilisé pour faire apparaître Ganon, Créature Maléfique, comme le nom l&#039;indique; cependant un effet secondaire est qu&#039;à chaque fois qu&#039;une sauvegarde avec ce flag d&#039;activé est chargé, le jeu initialise automatiquement les flags &#039;&#039;SaveProhibition&#039;&#039;, &#039;&#039;WarpProhibition&#039;&#039;, &#039;&#039;KillTimeProhibition&#039;&#039; et &#039;&#039;EnterDungeonProhibition&#039;&#039;. Ces flags font exactement ce que dit leur nom: bloquer la sauvegarde, la téléportation, empêcher de passer le temps et d&#039;entrer dans les sanctuaires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il est possible de se débarrasser de ces restrictions&#039;&#039;&#039; en commençant n&#039;importe quel évènement qui finit par appeler l&#039;évènement [https://eventviewer.zeldamods.org/viewer.html?data=/d/Common.json&amp;amp;params=1&amp;amp;entry=EnableSaveAndWarp Common&amp;lt;EnableSaveAndWarp&amp;gt;] (ou active ces flags manuellement). C&#039;est parce que ces flags sont utilisés durant tout le jeu pour empêcher de se téléporter, sauvegarder, etc. Généralement, les joueurs utilisent le mini-jeu de pari dans le village d&#039;Écaraille pour réactiver les sauvegardes, auto-sauvegardes, téléportations, feux de camp, terminaux de sanctuaire.&lt;br /&gt;
&lt;br /&gt;
=== Animations étranges juste après un temps de chargement ===&lt;br /&gt;
&lt;br /&gt;
[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&amp;amp;params=1&amp;amp;entry=Demo025_0 Demo025_0] (qui est jouée chaque fois que Link est spawné dans Hyrule) vérifie le flag &#039;&#039;IsPlayed_Demo146_0&#039;&#039;. Si il est actif, l&#039;action du joueur &#039;&#039;Demo_AccelerateHorse&#039;&#039; est appelée. Ce qui explique pourquoi Link fait une drôle d&#039;animation au moment où le joueur charge une sauvegarde qui a été faite après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Lunes de sang ===&lt;br /&gt;
&lt;br /&gt;
Comme c&#039;est expliqué dans les articles sur le système de [[Time|Temps]] et [[WorldMgr]], &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; empêche la cinématique de la [[blood moon|Lune de sang]] d&#039;être déclenchée à minuit. Cependant, le timer de la Lune de sang avance toujours et les Lunes de sang sont prévues comme d&#039;habitude, ce qui explique pourquoi des particules de rancoeur apparaissent toujours avant de disparaître d&#039;un seul coup.&lt;br /&gt;
&lt;br /&gt;
Malheureusement, rien ne désactive le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; donc il n&#039;est pas possible d&#039;obtenir des Lunes de sang de façon naturelle. La seule façon d&#039;obtenir une Lune de sang est d&#039;avancer le temps manuellement en dormant ou attendant auprès d&#039;un feu de camp, comme aucun des flags empêchant la Lune de sang sont vérifiés quand le joueur exécute ces actions. Sûrement un oubli.&lt;br /&gt;
&lt;br /&gt;
=== Ennemis, sanctuaires, PNJ, etc. manquants ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est l&#039;effet le plus flagrant. Après avoir fait le glitch, les sanctuaires, la plupart des PNJ et ennemis, et les tours, ne spawnent plus qu&#039;en partie voire pas du tout.&lt;br /&gt;
&lt;br /&gt;
Ceci est expliqué par une faille dans le code de [[Placement]]. La logique de spawn &#039;&#039;exacte&#039;&#039; est telle qu&#039;elle suit:&lt;br /&gt;
&lt;br /&gt;
Si:&lt;br /&gt;
&lt;br /&gt;
* [1.0.0-1.2.0] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé&lt;br /&gt;
* [1.3.0+] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; &#039;&#039;&#039;ou&#039;&#039;&#039; &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est activé.&lt;br /&gt;
&lt;br /&gt;
et si un objet de la carte:&lt;br /&gt;
&lt;br /&gt;
* n&#039;est pas &#039;&#039;Enemy_GanonBeast&#039;&#039; et son nom de profil&amp;lt;ref&amp;gt;Il y a différents types d&#039;[[actor|acteur]]s (entités) dans BotW. Les profils sont des sortes de catégories qui permettent à Nintendo de réutiliser le même code en interne, pour des acteurs différents mais très similaires.&amp;lt;/ref&amp;gt; est &#039;&#039;Enemy&#039;&#039;, &#039;&#039;GelEnemy&#039;&#039;, &#039;&#039;SandWorm&#039;&#039; (sic), &#039;&#039;Prey&#039;&#039;, &#039;&#039;Dragon&#039;&#039; ou &#039;&#039;Guardian&#039;&#039;, ou contient &#039;&#039;NPC&#039;&#039; (&#039;&#039;NPC&#039;&#039;, &#039;&#039;DemoNPC&#039;&#039;...)&lt;br /&gt;
* ou est exactement appelé &#039;&#039;Enemy_Guardian_A&#039;&#039;&lt;br /&gt;
* ou a &#039;&#039;Entrance&#039;&#039; ou &#039;&#039;WarpPoint&#039;&#039; ou &#039;&#039;Terminal&#039;&#039; dans son nom de configuration d&#039;unité&lt;br /&gt;
&lt;br /&gt;
alors il n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
De plus, si cet objet apparaît à un groupe de placement (autrement dit, si il est lié à d&#039;autres objets de la carte dans la [[map unit]]), ce groupe entier n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
==== Explication ====&lt;br /&gt;
&lt;br /&gt;
Ceci explique pourquoi les PNJ, la plupart des ennemis et des sanctuaires n&#039;apparaissent pas après s&#039;être échappé du combat -- ils sont spécifiquement exclus.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi pour ça que les tours ont l&#039;air bizarres -- elles sont toujours liées à &#039;&#039;FldObj_DownloadTerminal_A_01&#039;&#039; (Terminal de téléchargement de la carte Sheikah) et &#039;&#039;DgnObj_WarpPoint_A_01&#039;&#039; (le cercle sur lequel Link apparaît quand il se téléporte), donc la majorité des objets de carte qui constituent une Tour Sheikah n&#039;apparaissent donc &#039;&#039;pas non plus&#039;&#039;. C&#039;est un effet secondaire de la supression des sanctuaires.&lt;br /&gt;
&lt;br /&gt;
De façon similaire, l&#039;intérieur des sanctuaires est invisible parce que le modèle du sanctuaire entier est un unique objet lié au moine Sheikah du sanctuaire, qui est un PNJ.&lt;br /&gt;
&lt;br /&gt;
De plus, ceci évèle pourquoi le Pont Suspendu de Digdo est invisible après avoir déclenché la cinématique du boss final: les objets de carte sont appelés &#039;&#039;FldObj_RockBridgeGerudoEntrance_A_01&#039;&#039;, et à cause l&#039;énorme liste noire de Nintendo concernant les noms d&#039;objets, les ponts sont finissent pas ne pas pouvoir apparaître.&lt;br /&gt;
&lt;br /&gt;
D&#039;ailleurs, la seule et unique raison pour laquelle les Moldarquors apparaissent est parce qu&#039;un développeur a fait une faute de frappe. Le profil des Moldarquors est censé être &#039;&#039;Sandworm&#039;&#039;, pas &#039;&#039;SandWorm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Le patch cassé de Nintendo ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé quand le joueur déclence la cinématique du boss final dans les Quartiers Principaux. D&#039;un autre côté, &#039;&#039;Is_Played_Demo145_0&#039;&#039; est activé après la mort de Ganon, le Fléau.&lt;br /&gt;
&lt;br /&gt;
Alors pourquoi la version 1.3.0 vérifie &#039;&#039;IsPlayed_Demo145_0&#039;&#039; en plus de &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que Nintendo a changé la façon dont sont gérées les données de sauvegarde dans la 1.2.0, en essayant de corriger un glitch similaire: Depuis la 1.2.0, le flag &#039;&#039;FirstInHyruleCastleBoosRoom&#039;&#039; n&#039;est plus chargé depuis ou écrit dans les fichiers de sauvegarde. Ainsi, pour s&#039;assurer que &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; a toujours la bonne valeur, Nintendo doit maintenant se reposer sur un flag de fin de jeu différent, et a choisi &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Les fins lecteurs auront remarqué que la 1.2.0 est la version dans laquelle charger une sauvegarde fait réapparaître les PNJ, sanctuaires et autres acteurs exclus. C&#039;est tout simplement parce qu&#039;un chargement de sauvegarde en 1.2.0 et au dessus réinitialise &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; à sa valeur par défaut (faux), donc en 1.2.0 la logique de spawn n&#039;est pas utilisée.&lt;br /&gt;
&lt;br /&gt;
La 1.3.0 est la première version dans laquelle cette astuce ne fonctionne plus parce que &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est toujours sauvegardé et chargé comme il faut. Mode expert, épreuves de l&#039;épée, mourir, tuer Ganon, etc. n&#039;ont aucun effet. La seule façon de se sortir de cet état est de réinitialiser &#039;&#039;le&#039;&#039; flag, et malheureusement il n&#039;y a rien que le joueur peut faire pour réinitialiser les flags IsPlayed. &lt;br /&gt;
&lt;br /&gt;
=== Modules (amiibo, Destrier de Légende 0.1) ===&lt;br /&gt;
&lt;br /&gt;
Comme d&#039;autres parties du jeu, les modules amiibo et Destrier de Légende 0.1 utilisent les flags IsPlayed_Demo pour décider si l&#039;utilisation de ces modules devrait être restreinte. Commençons donc par une liste des cinématiques [[Demo]] impactantes et leur description (traduites + la description interne officielle en japonais de Nintendo):&lt;br /&gt;
&lt;br /&gt;
* Demo141_0: Citadelle du château d&#039;Hyrule - L&#039;ombre de vent de Ganon apparaît ハイラル城本丸・カースガノン（風）登場&lt;br /&gt;
* Demo141_1: Citadelle du château d&#039;Hyrule - L&#039;ombre de feu de Ganon apparaît ハイラル城本丸・カースガノン（火）登場&lt;br /&gt;
* Demo141_2: Citadelle du château d&#039;Hyrule - L&#039;ombre de foudre de Ganon apparaît ハイラル城本丸・カースガノン（雷）登場&lt;br /&gt;
* Demo141_3: Citadelle du château d&#039;Hyrule - L&#039;ombre d&#039;eau de Ganon apparaît ハイラル城本丸・カースガノン（水）登場&lt;br /&gt;
* Demo142_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon apparaît ハイラル城本丸・不完全体ガノン登場&lt;br /&gt;
* Demo143_4: Citadelle du château d&#039;Hyrule - Le tir de la Créature Divine ハイラル城本丸・神獣ビーム着弾&lt;br /&gt;
* Demo145_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon meurt ハイラル城本丸・不完全体ガノン死亡&lt;br /&gt;
* Demo146_0: Plaine d&#039;Hyrule - Ganon Créature maléfique apparaît ハイラル平原・魔獣ガノン登場&lt;br /&gt;
&lt;br /&gt;
Pour le module amiibo, si &#039;&#039;Demo146_0&#039;&#039;, &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, le joueur ne peut pas utiliser d&#039;amiibo.&lt;br /&gt;
&lt;br /&gt;
Les vérifications pour le Destrier de Légende 0.1 sont légèrement différentes (et c&#039;est évident qu&#039;ils ont copié-collé le code de l&#039;amiibo...):&lt;br /&gt;
&lt;br /&gt;
* Si &#039;&#039;Demo146_0&#039;&#039; a été jouée, le joueur est explicitement autorisé à utiliser la moto.&lt;br /&gt;
* Si &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, il ne peut pas utiliser la moto.&lt;br /&gt;
* Sinon, Link peut utiliser la moto si il n&#039;est pas dans la carte principale (MainField). Donc il peut la faire apparaître dans les épreuves de l&#039;épée après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Quêtes EX ===&lt;br /&gt;
&lt;br /&gt;
Si Demo146_0 a été jouée, les quêtes EX épreuves de l&#039;épée et l&#039;ode aux Prodiges ne commenceront pas. Nintendo vérifie explicitement le flag dans les deux cas.&lt;br /&gt;
&lt;br /&gt;
=== Arc de Lumière et épée de Légende ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; contrôle aussi le spawn statique de l&#039;arc de lumière. De plus, l&#039;épée de Légende sera toujours dans sa forme améliorée (&amp;quot;forme véritable&amp;quot;) tant que le flag est actif.&lt;br /&gt;
&lt;br /&gt;
=== Lasers de Créature Divine et anciens piliers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo145_0&#039;&#039; d&#039;activé active également &amp;quot;Mode boss final&amp;quot; dans le code. Le seul effet visible est que les lasers des créatures divines sont désactivés.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo147_0&#039;&#039; (cinématique de scellement de Ganon) fait disparaître la rancoeur et font que les anciens piliers autour du Château d&#039;Hyrule brillent en bleu.&lt;br /&gt;
&lt;br /&gt;
=== Téléportation instantanée au Fléau ===&lt;br /&gt;
&lt;br /&gt;
De façon similaire à &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; est activé juste avant d&#039;entrer dans le combat contre Ganon, le Fléau, pour le faire apparaître et disparaître dès qu&#039;il est vaincu.&lt;br /&gt;
&lt;br /&gt;
Ce flag a un étrange effet secondaire. Toutes les frames, si le flag est activé, et si la coordonnée Y (la hauteur) de Link est inférieure à 170.0, Link est téléporté à (-254.0, 191.0, -1026.0).&lt;br /&gt;
&lt;br /&gt;
=== L&#039;exploit du mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Le mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; peut aussi être utilisé pour s&#039;échapper de Ganon. Cet exploit est la raison pour laquelle garder l&#039;Arc de lumière et toujours être capable de jouer au jeu normalement était possible en 1.2.0.&lt;br /&gt;
&lt;br /&gt;
La façon dont cela fonctionne est que l&#039;on commence le mini jeu, puis on déclenche le combat contre Ganon, le fléau. Dès que la cinématique se finit, le mini-jeu s&#039;arrête et Link s&#039;est échappé de Ganon, avec tous les flags de fin de jeu mentionnés précédemment toujours activés.&lt;br /&gt;
&lt;br /&gt;
Dans les versions inférieures à la 1.1.2, ceci créait de sérieux dégâts étant donné que la plupart des ces flags de fin de jeu étaient écrits dans le fichier de sauvegarde (en incluant &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Quelqu&#039;un a fait une vidéo dessus et Nintendo ont apparemment pensé que le glitch soit suffisamment sérieux pour mériter un patch spécial.&lt;br /&gt;
&lt;br /&gt;
=== La correction de Nintendo ===&lt;br /&gt;
&lt;br /&gt;
Un simple et facile correctif aurait été de ne pas faire apparaître le déclencheur de Ganon, le fléau pendant que le mini-jeu est actif, mais ce n&#039;est pas comme ça qu&#039;ils ont décidé de le patcher.&lt;br /&gt;
&lt;br /&gt;
Parce qu&#039;ils savaient à propos des effets du flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;, ils ont changé la configuration de GameData afin de &#039;&#039;ne pas&#039;&#039; sauvegarder ce flag, donc les PNJ, sanctuaires, ennemis et tours ne disparaissaient pas, même après avoir fait le glitch.&lt;br /&gt;
&lt;br /&gt;
Ils ont également modifié l&#039;event du mini-jeu Opération Homme-Oiseau (&#039;&#039;MiniGame_HillTower_BirdMan&#039;&#039;) afin de toujours réinitialiser manuellement certains effets de l&#039;atterrissage dans les Quartiers Principaux:&lt;br /&gt;
&lt;br /&gt;
* Un event a été ajouté à l&#039;event d&#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces exactes mêmes coordonnées dans le code de base. Il se peut qu&#039;ils voulaient s&#039;assurer que la téléportation fonctionnerait.&lt;br /&gt;
* À l&#039;atterrissage, les flags &#039;&#039;IsPlayed_Demo141_{0,1,2,3}&#039;&#039; et &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; sont manuellement réinitialisés. Oui, ils ont oublié de réinitialiser les autres flags qui auraient pu être initialisés, comme &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
* Tant que le mini-jeu est actif, le flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est réinitialisé &#039;&#039;toutes les frames&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi bancal que ça en a l&#039;air, et sans surprise a mené le glitch de spawn de la 1.2.0, ce qui leur a donc demandé de faire un autre patch dans la 1.3.0.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[GameData]] configuration&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/60/fr&amp;diff=11584</id>
		<title>Translations:Escape Ganon glitch/60/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/60/fr&amp;diff=11584"/>
		<updated>2022-06-25T09:54:36Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;C&amp;#039;est aussi bancal que ça en a l&amp;#039;air, et sans surprise a mené le glitch de spawn de la 1.2.0, ce qui leur a donc demandé de faire un autre patch dans la 1.3.0.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;C&#039;est aussi bancal que ça en a l&#039;air, et sans surprise a mené le glitch de spawn de la 1.2.0, ce qui leur a donc demandé de faire un autre patch dans la 1.3.0.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11583</id>
		<title>Escape Ganon glitch/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11583"/>
		<updated>2022-06-25T09:53:26Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;* Un event a été ajouté à l&amp;#039;event d&amp;#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
L&#039;[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ &#039;&#039;&#039;Escape Ganon glitch&#039;&#039;&#039;] est un glitch qui permet à Link de garder l&#039;Arc de lumière, mais qui laisse le jeu dans un état étrange avec de nombreux effets secondaires bizarres. Pour rendre les choses encore plus déroutantes, les effets exacts diffèrent suivant la version du jeu.&lt;br /&gt;
&lt;br /&gt;
Cet article documente les effets du glitch et essaie d&#039;expliquer quelques uns des effets secondaires.&lt;br /&gt;
&lt;br /&gt;
== Effets ==&lt;br /&gt;
&lt;br /&gt;
=== Restrictions sur la sauvegarde, la téléportation, passer le temps et l&#039;entrée des sanctuaires ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est bien connu qu&#039;il est impossible de sauvegarde ou se téléporter lorsque l&#039;on combat Ganon le Fléau ou Ganon, Créature Maléfique. Cependant, cet état ne persiste pas à travers les chargements de sauvegarde normalement. Alors pourquoi sauvegarder ou se téléporter est impossible même après avoir chargé une autre sauvegarde ?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, qui est initialisé juste avant que Link soit téléporté dans la Plaine d&#039;Hyrule pour affronter Ganon, Créature Maléfique. Il est utilisé pour faire apparaître Ganon, Créature Maléfique, comme le nom l&#039;indique; cependant un effet secondaire est qu&#039;à chaque fois qu&#039;une sauvegarde avec ce flag d&#039;activé est chargé, le jeu initialise automatiquement les flags &#039;&#039;SaveProhibition&#039;&#039;, &#039;&#039;WarpProhibition&#039;&#039;, &#039;&#039;KillTimeProhibition&#039;&#039; et &#039;&#039;EnterDungeonProhibition&#039;&#039;. Ces flags font exactement ce que dit leur nom: bloquer la sauvegarde, la téléportation, empêcher de passer le temps et d&#039;entrer dans les sanctuaires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il est possible de se débarrasser de ces restrictions&#039;&#039;&#039; en commençant n&#039;importe quel évènement qui finit par appeler l&#039;évènement [https://eventviewer.zeldamods.org/viewer.html?data=/d/Common.json&amp;amp;params=1&amp;amp;entry=EnableSaveAndWarp Common&amp;lt;EnableSaveAndWarp&amp;gt;] (ou active ces flags manuellement). C&#039;est parce que ces flags sont utilisés durant tout le jeu pour empêcher de se téléporter, sauvegarder, etc. Généralement, les joueurs utilisent le mini-jeu de pari dans le village d&#039;Écaraille pour réactiver les sauvegardes, auto-sauvegardes, téléportations, feux de camp, terminaux de sanctuaire.&lt;br /&gt;
&lt;br /&gt;
=== Animations étranges juste après un temps de chargement ===&lt;br /&gt;
&lt;br /&gt;
[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&amp;amp;params=1&amp;amp;entry=Demo025_0 Demo025_0] (qui est jouée chaque fois que Link est spawné dans Hyrule) vérifie le flag &#039;&#039;IsPlayed_Demo146_0&#039;&#039;. Si il est actif, l&#039;action du joueur &#039;&#039;Demo_AccelerateHorse&#039;&#039; est appelée. Ce qui explique pourquoi Link fait une drôle d&#039;animation au moment où le joueur charge une sauvegarde qui a été faite après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Lunes de sang ===&lt;br /&gt;
&lt;br /&gt;
Comme c&#039;est expliqué dans les articles sur le système de [[Time|Temps]] et [[WorldMgr]], &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; empêche la cinématique de la [[blood moon|Lune de sang]] d&#039;être déclenchée à minuit. Cependant, le timer de la Lune de sang avance toujours et les Lunes de sang sont prévues comme d&#039;habitude, ce qui explique pourquoi des particules de rancoeur apparaissent toujours avant de disparaître d&#039;un seul coup.&lt;br /&gt;
&lt;br /&gt;
Malheureusement, rien ne désactive le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; donc il n&#039;est pas possible d&#039;obtenir des Lunes de sang de façon naturelle. La seule façon d&#039;obtenir une Lune de sang est d&#039;avancer le temps manuellement en dormant ou attendant auprès d&#039;un feu de camp, comme aucun des flags empêchant la Lune de sang sont vérifiés quand le joueur exécute ces actions. Sûrement un oubli.&lt;br /&gt;
&lt;br /&gt;
=== Ennemis, sanctuaires, PNJ, etc. manquants ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est l&#039;effet le plus flagrant. Après avoir fait le glitch, les sanctuaires, la plupart des PNJ et ennemis, et les tours, ne spawnent plus qu&#039;en partie voire pas du tout.&lt;br /&gt;
&lt;br /&gt;
Ceci est expliqué par une faille dans le code de [[Placement]]. La logique de spawn &#039;&#039;exacte&#039;&#039; est telle qu&#039;elle suit:&lt;br /&gt;
&lt;br /&gt;
Si:&lt;br /&gt;
&lt;br /&gt;
* [1.0.0-1.2.0] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé&lt;br /&gt;
* [1.3.0+] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; &#039;&#039;&#039;ou&#039;&#039;&#039; &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est activé.&lt;br /&gt;
&lt;br /&gt;
et si un objet de la carte:&lt;br /&gt;
&lt;br /&gt;
* n&#039;est pas &#039;&#039;Enemy_GanonBeast&#039;&#039; et son nom de profil&amp;lt;ref&amp;gt;Il y a différents types d&#039;[[actor|acteur]]s (entités) dans BotW. Les profils sont des sortes de catégories qui permettent à Nintendo de réutiliser le même code en interne, pour des acteurs différents mais très similaires.&amp;lt;/ref&amp;gt; est &#039;&#039;Enemy&#039;&#039;, &#039;&#039;GelEnemy&#039;&#039;, &#039;&#039;SandWorm&#039;&#039; (sic), &#039;&#039;Prey&#039;&#039;, &#039;&#039;Dragon&#039;&#039; ou &#039;&#039;Guardian&#039;&#039;, ou contient &#039;&#039;NPC&#039;&#039; (&#039;&#039;NPC&#039;&#039;, &#039;&#039;DemoNPC&#039;&#039;...)&lt;br /&gt;
* ou est exactement appelé &#039;&#039;Enemy_Guardian_A&#039;&#039;&lt;br /&gt;
* ou a &#039;&#039;Entrance&#039;&#039; ou &#039;&#039;WarpPoint&#039;&#039; ou &#039;&#039;Terminal&#039;&#039; dans son nom de configuration d&#039;unité&lt;br /&gt;
&lt;br /&gt;
alors il n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
De plus, si cet objet apparaît à un groupe de placement (autrement dit, si il est lié à d&#039;autres objets de la carte dans la [[map unit]]), ce groupe entier n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
==== Explication ====&lt;br /&gt;
&lt;br /&gt;
Ceci explique pourquoi les PNJ, la plupart des ennemis et des sanctuaires n&#039;apparaissent pas après s&#039;être échappé du combat -- ils sont spécifiquement exclus.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi pour ça que les tours ont l&#039;air bizarres -- elles sont toujours liées à &#039;&#039;FldObj_DownloadTerminal_A_01&#039;&#039; (Terminal de téléchargement de la carte Sheikah) et &#039;&#039;DgnObj_WarpPoint_A_01&#039;&#039; (le cercle sur lequel Link apparaît quand il se téléporte), donc la majorité des objets de carte qui constituent une Tour Sheikah n&#039;apparaissent donc &#039;&#039;pas non plus&#039;&#039;. C&#039;est un effet secondaire de la supression des sanctuaires.&lt;br /&gt;
&lt;br /&gt;
De façon similaire, l&#039;intérieur des sanctuaires est invisible parce que le modèle du sanctuaire entier est un unique objet lié au moine Sheikah du sanctuaire, qui est un PNJ.&lt;br /&gt;
&lt;br /&gt;
De plus, ceci évèle pourquoi le Pont Suspendu de Digdo est invisible après avoir déclenché la cinématique du boss final: les objets de carte sont appelés &#039;&#039;FldObj_RockBridgeGerudoEntrance_A_01&#039;&#039;, et à cause l&#039;énorme liste noire de Nintendo concernant les noms d&#039;objets, les ponts sont finissent pas ne pas pouvoir apparaître.&lt;br /&gt;
&lt;br /&gt;
D&#039;ailleurs, la seule et unique raison pour laquelle les Moldarquors apparaissent est parce qu&#039;un développeur a fait une faute de frappe. Le profil des Moldarquors est censé être &#039;&#039;Sandworm&#039;&#039;, pas &#039;&#039;SandWorm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Le patch cassé de Nintendo ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé quand le joueur déclence la cinématique du boss final dans les Quartiers Principaux. D&#039;un autre côté, &#039;&#039;Is_Played_Demo145_0&#039;&#039; est activé après la mort de Ganon, le Fléau.&lt;br /&gt;
&lt;br /&gt;
Alors pourquoi la version 1.3.0 vérifie &#039;&#039;IsPlayed_Demo145_0&#039;&#039; en plus de &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que Nintendo a changé la façon dont sont gérées les données de sauvegarde dans la 1.2.0, en essayant de corriger un glitch similaire: Depuis la 1.2.0, le flag &#039;&#039;FirstInHyruleCastleBoosRoom&#039;&#039; n&#039;est plus chargé depuis ou écrit dans les fichiers de sauvegarde. Ainsi, pour s&#039;assurer que &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; a toujours la bonne valeur, Nintendo doit maintenant se reposer sur un flag de fin de jeu différent, et a choisi &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Les fins lecteurs auront remarqué que la 1.2.0 est la version dans laquelle charger une sauvegarde fait réapparaître les PNJ, sanctuaires et autres acteurs exclus. C&#039;est tout simplement parce qu&#039;un chargement de sauvegarde en 1.2.0 et au dessus réinitialise &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; à sa valeur par défaut (faux), donc en 1.2.0 la logique de spawn n&#039;est pas utilisée.&lt;br /&gt;
&lt;br /&gt;
La 1.3.0 est la première version dans laquelle cette astuce ne fonctionne plus parce que &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est toujours sauvegardé et chargé comme il faut. Mode expert, épreuves de l&#039;épée, mourir, tuer Ganon, etc. n&#039;ont aucun effet. La seule façon de se sortir de cet état est de réinitialiser &#039;&#039;le&#039;&#039; flag, et malheureusement il n&#039;y a rien que le joueur peut faire pour réinitialiser les flags IsPlayed. &lt;br /&gt;
&lt;br /&gt;
=== Modules (amiibo, Destrier de Légende 0.1) ===&lt;br /&gt;
&lt;br /&gt;
Comme d&#039;autres parties du jeu, les modules amiibo et Destrier de Légende 0.1 utilisent les flags IsPlayed_Demo pour décider si l&#039;utilisation de ces modules devrait être restreinte. Commençons donc par une liste des cinématiques [[Demo]] impactantes et leur description (traduites + la description interne officielle en japonais de Nintendo):&lt;br /&gt;
&lt;br /&gt;
* Demo141_0: Citadelle du château d&#039;Hyrule - L&#039;ombre de vent de Ganon apparaît ハイラル城本丸・カースガノン（風）登場&lt;br /&gt;
* Demo141_1: Citadelle du château d&#039;Hyrule - L&#039;ombre de feu de Ganon apparaît ハイラル城本丸・カースガノン（火）登場&lt;br /&gt;
* Demo141_2: Citadelle du château d&#039;Hyrule - L&#039;ombre de foudre de Ganon apparaît ハイラル城本丸・カースガノン（雷）登場&lt;br /&gt;
* Demo141_3: Citadelle du château d&#039;Hyrule - L&#039;ombre d&#039;eau de Ganon apparaît ハイラル城本丸・カースガノン（水）登場&lt;br /&gt;
* Demo142_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon apparaît ハイラル城本丸・不完全体ガノン登場&lt;br /&gt;
* Demo143_4: Citadelle du château d&#039;Hyrule - Le tir de la Créature Divine ハイラル城本丸・神獣ビーム着弾&lt;br /&gt;
* Demo145_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon meurt ハイラル城本丸・不完全体ガノン死亡&lt;br /&gt;
* Demo146_0: Plaine d&#039;Hyrule - Ganon Créature maléfique apparaît ハイラル平原・魔獣ガノン登場&lt;br /&gt;
&lt;br /&gt;
Pour le module amiibo, si &#039;&#039;Demo146_0&#039;&#039;, &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, le joueur ne peut pas utiliser d&#039;amiibo.&lt;br /&gt;
&lt;br /&gt;
Les vérifications pour le Destrier de Légende 0.1 sont légèrement différentes (et c&#039;est évident qu&#039;ils ont copié-collé le code de l&#039;amiibo...):&lt;br /&gt;
&lt;br /&gt;
* Si &#039;&#039;Demo146_0&#039;&#039; a été jouée, le joueur est explicitement autorisé à utiliser la moto.&lt;br /&gt;
* Si &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, il ne peut pas utiliser la moto.&lt;br /&gt;
* Sinon, Link peut utiliser la moto si il n&#039;est pas dans la carte principale (MainField). Donc il peut la faire apparaître dans les épreuves de l&#039;épée après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Quêtes EX ===&lt;br /&gt;
&lt;br /&gt;
Si Demo146_0 a été jouée, les quêtes EX épreuves de l&#039;épée et l&#039;ode aux Prodiges ne commenceront pas. Nintendo vérifie explicitement le flag dans les deux cas.&lt;br /&gt;
&lt;br /&gt;
=== Arc de Lumière et épée de Légende ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; contrôle aussi le spawn statique de l&#039;arc de lumière. De plus, l&#039;épée de Légende sera toujours dans sa forme améliorée (&amp;quot;forme véritable&amp;quot;) tant que le flag est actif.&lt;br /&gt;
&lt;br /&gt;
=== Lasers de Créature Divine et anciens piliers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo145_0&#039;&#039; d&#039;activé active également &amp;quot;Mode boss final&amp;quot; dans le code. Le seul effet visible est que les lasers des créatures divines sont désactivés.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo147_0&#039;&#039; (cinématique de scellement de Ganon) fait disparaître la rancoeur et font que les anciens piliers autour du Château d&#039;Hyrule brillent en bleu.&lt;br /&gt;
&lt;br /&gt;
=== Téléportation instantanée au Fléau ===&lt;br /&gt;
&lt;br /&gt;
De façon similaire à &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; est activé juste avant d&#039;entrer dans le combat contre Ganon, le Fléau, pour le faire apparaître et disparaître dès qu&#039;il est vaincu.&lt;br /&gt;
&lt;br /&gt;
Ce flag a un étrange effet secondaire. Toutes les frames, si le flag est activé, et si la coordonnée Y (la hauteur) de Link est inférieure à 170.0, Link est téléporté à (-254.0, 191.0, -1026.0).&lt;br /&gt;
&lt;br /&gt;
=== L&#039;exploit du mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Le mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; peut aussi être utilisé pour s&#039;échapper de Ganon. Cet exploit est la raison pour laquelle garder l&#039;Arc de lumière et toujours être capable de jouer au jeu normalement était possible en 1.2.0.&lt;br /&gt;
&lt;br /&gt;
La façon dont cela fonctionne est que l&#039;on commence le mini jeu, puis on déclenche le combat contre Ganon, le fléau. Dès que la cinématique se finit, le mini-jeu s&#039;arrête et Link s&#039;est échappé de Ganon, avec tous les flags de fin de jeu mentionnés précédemment toujours activés.&lt;br /&gt;
&lt;br /&gt;
Dans les versions inférieures à la 1.1.2, ceci créait de sérieux dégâts étant donné que la plupart des ces flags de fin de jeu étaient écrits dans le fichier de sauvegarde (en incluant &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Quelqu&#039;un a fait une vidéo dessus et Nintendo ont apparemment pensé que le glitch soit suffisamment sérieux pour mériter un patch spécial.&lt;br /&gt;
&lt;br /&gt;
=== La correction de Nintendo ===&lt;br /&gt;
&lt;br /&gt;
Un simple et facile correctif aurait été de ne pas faire apparaître le déclencheur de Ganon, le fléau pendant que le mini-jeu est actif, mais ce n&#039;est pas comme ça qu&#039;ils ont décidé de le patcher.&lt;br /&gt;
&lt;br /&gt;
Parce qu&#039;ils savaient à propos des effets du flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;, ils ont changé la configuration de GameData afin de &#039;&#039;ne pas&#039;&#039; sauvegarder ce flag, donc les PNJ, sanctuaires, ennemis et tours ne disparaissaient pas, même après avoir fait le glitch.&lt;br /&gt;
&lt;br /&gt;
Ils ont également modifié l&#039;event du mini-jeu Opération Homme-Oiseau (&#039;&#039;MiniGame_HillTower_BirdMan&#039;&#039;) afin de toujours réinitialiser manuellement certains effets de l&#039;atterrissage dans les Quartiers Principaux:&lt;br /&gt;
&lt;br /&gt;
* Un event a été ajouté à l&#039;event d&#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces exactes mêmes coordonnées dans le code de base. Il se peut qu&#039;ils voulaient s&#039;assurer que la téléportation fonctionnerait.&lt;br /&gt;
* À l&#039;atterrissage, les flags &#039;&#039;IsPlayed_Demo141_{0,1,2,3}&#039;&#039; et &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; sont manuellement réinitialisés. Oui, ils ont oublié de réinitialiser les autres flags qui auraient pu être initialisés, comme &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
* Tant que le mini-jeu est actif, le flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est réinitialisé &#039;&#039;toutes les frames&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as hacky as it sounds, and unsurprisingly it led to the 1.2.0 spawn glitch and required them to make yet another patch in 1.3.0.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[GameData]] configuration&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/59/fr&amp;diff=11582</id>
		<title>Translations:Escape Ganon glitch/59/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Escape_Ganon_glitch/59/fr&amp;diff=11582"/>
		<updated>2022-06-25T09:53:25Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;* Un event a été ajouté à l&amp;#039;event d&amp;#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Un event a été ajouté à l&#039;event d&#039;atterrissage pour ramener le joueur à la tour (-1746.71, 329.065, -772.847)... Sauf que le joueur était déjà téléporté à ces exactes mêmes coordonnées dans le code de base. Il se peut qu&#039;ils voulaient s&#039;assurer que la téléportation fonctionnerait.&lt;br /&gt;
* À l&#039;atterrissage, les flags &#039;&#039;IsPlayed_Demo141_{0,1,2,3}&#039;&#039; et &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; sont manuellement réinitialisés. Oui, ils ont oublié de réinitialiser les autres flags qui auraient pu être initialisés, comme &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
* Tant que le mini-jeu est actif, le flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est réinitialisé &#039;&#039;toutes les frames&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11581</id>
		<title>Escape Ganon glitch/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch/fr&amp;diff=11581"/>
		<updated>2022-06-25T09:50:15Z</updated>

		<summary type="html">&lt;p&gt;Echocolat: Created page with &amp;quot;Ils ont également modifié l&amp;#039;event du mini-jeu Opération Homme-Oiseau (&amp;#039;&amp;#039;MiniGame_HillTower_BirdMan&amp;#039;&amp;#039;) afin de toujours réinitialiser manuellement certains effets de l&amp;#039;atte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
L&#039;[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ &#039;&#039;&#039;Escape Ganon glitch&#039;&#039;&#039;] est un glitch qui permet à Link de garder l&#039;Arc de lumière, mais qui laisse le jeu dans un état étrange avec de nombreux effets secondaires bizarres. Pour rendre les choses encore plus déroutantes, les effets exacts diffèrent suivant la version du jeu.&lt;br /&gt;
&lt;br /&gt;
Cet article documente les effets du glitch et essaie d&#039;expliquer quelques uns des effets secondaires.&lt;br /&gt;
&lt;br /&gt;
== Effets ==&lt;br /&gt;
&lt;br /&gt;
=== Restrictions sur la sauvegarde, la téléportation, passer le temps et l&#039;entrée des sanctuaires ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est bien connu qu&#039;il est impossible de sauvegarde ou se téléporter lorsque l&#039;on combat Ganon le Fléau ou Ganon, Créature Maléfique. Cependant, cet état ne persiste pas à travers les chargements de sauvegarde normalement. Alors pourquoi sauvegarder ou se téléporter est impossible même après avoir chargé une autre sauvegarde ?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, qui est initialisé juste avant que Link soit téléporté dans la Plaine d&#039;Hyrule pour affronter Ganon, Créature Maléfique. Il est utilisé pour faire apparaître Ganon, Créature Maléfique, comme le nom l&#039;indique; cependant un effet secondaire est qu&#039;à chaque fois qu&#039;une sauvegarde avec ce flag d&#039;activé est chargé, le jeu initialise automatiquement les flags &#039;&#039;SaveProhibition&#039;&#039;, &#039;&#039;WarpProhibition&#039;&#039;, &#039;&#039;KillTimeProhibition&#039;&#039; et &#039;&#039;EnterDungeonProhibition&#039;&#039;. Ces flags font exactement ce que dit leur nom: bloquer la sauvegarde, la téléportation, empêcher de passer le temps et d&#039;entrer dans les sanctuaires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Il est possible de se débarrasser de ces restrictions&#039;&#039;&#039; en commençant n&#039;importe quel évènement qui finit par appeler l&#039;évènement [https://eventviewer.zeldamods.org/viewer.html?data=/d/Common.json&amp;amp;params=1&amp;amp;entry=EnableSaveAndWarp Common&amp;lt;EnableSaveAndWarp&amp;gt;] (ou active ces flags manuellement). C&#039;est parce que ces flags sont utilisés durant tout le jeu pour empêcher de se téléporter, sauvegarder, etc. Généralement, les joueurs utilisent le mini-jeu de pari dans le village d&#039;Écaraille pour réactiver les sauvegardes, auto-sauvegardes, téléportations, feux de camp, terminaux de sanctuaire.&lt;br /&gt;
&lt;br /&gt;
=== Animations étranges juste après un temps de chargement ===&lt;br /&gt;
&lt;br /&gt;
[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&amp;amp;params=1&amp;amp;entry=Demo025_0 Demo025_0] (qui est jouée chaque fois que Link est spawné dans Hyrule) vérifie le flag &#039;&#039;IsPlayed_Demo146_0&#039;&#039;. Si il est actif, l&#039;action du joueur &#039;&#039;Demo_AccelerateHorse&#039;&#039; est appelée. Ce qui explique pourquoi Link fait une drôle d&#039;animation au moment où le joueur charge une sauvegarde qui a été faite après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Lunes de sang ===&lt;br /&gt;
&lt;br /&gt;
Comme c&#039;est expliqué dans les articles sur le système de [[Time|Temps]] et [[WorldMgr]], &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; empêche la cinématique de la [[blood moon|Lune de sang]] d&#039;être déclenchée à minuit. Cependant, le timer de la Lune de sang avance toujours et les Lunes de sang sont prévues comme d&#039;habitude, ce qui explique pourquoi des particules de rancoeur apparaissent toujours avant de disparaître d&#039;un seul coup.&lt;br /&gt;
&lt;br /&gt;
Malheureusement, rien ne désactive le flag &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; donc il n&#039;est pas possible d&#039;obtenir des Lunes de sang de façon naturelle. La seule façon d&#039;obtenir une Lune de sang est d&#039;avancer le temps manuellement en dormant ou attendant auprès d&#039;un feu de camp, comme aucun des flags empêchant la Lune de sang sont vérifiés quand le joueur exécute ces actions. Sûrement un oubli.&lt;br /&gt;
&lt;br /&gt;
=== Ennemis, sanctuaires, PNJ, etc. manquants ===&lt;br /&gt;
&lt;br /&gt;
C&#039;est l&#039;effet le plus flagrant. Après avoir fait le glitch, les sanctuaires, la plupart des PNJ et ennemis, et les tours, ne spawnent plus qu&#039;en partie voire pas du tout.&lt;br /&gt;
&lt;br /&gt;
Ceci est expliqué par une faille dans le code de [[Placement]]. La logique de spawn &#039;&#039;exacte&#039;&#039; est telle qu&#039;elle suit:&lt;br /&gt;
&lt;br /&gt;
Si:&lt;br /&gt;
&lt;br /&gt;
* [1.0.0-1.2.0] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé&lt;br /&gt;
* [1.3.0+] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; &#039;&#039;&#039;ou&#039;&#039;&#039; &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est activé.&lt;br /&gt;
&lt;br /&gt;
et si un objet de la carte:&lt;br /&gt;
&lt;br /&gt;
* n&#039;est pas &#039;&#039;Enemy_GanonBeast&#039;&#039; et son nom de profil&amp;lt;ref&amp;gt;Il y a différents types d&#039;[[actor|acteur]]s (entités) dans BotW. Les profils sont des sortes de catégories qui permettent à Nintendo de réutiliser le même code en interne, pour des acteurs différents mais très similaires.&amp;lt;/ref&amp;gt; est &#039;&#039;Enemy&#039;&#039;, &#039;&#039;GelEnemy&#039;&#039;, &#039;&#039;SandWorm&#039;&#039; (sic), &#039;&#039;Prey&#039;&#039;, &#039;&#039;Dragon&#039;&#039; ou &#039;&#039;Guardian&#039;&#039;, ou contient &#039;&#039;NPC&#039;&#039; (&#039;&#039;NPC&#039;&#039;, &#039;&#039;DemoNPC&#039;&#039;...)&lt;br /&gt;
* ou est exactement appelé &#039;&#039;Enemy_Guardian_A&#039;&#039;&lt;br /&gt;
* ou a &#039;&#039;Entrance&#039;&#039; ou &#039;&#039;WarpPoint&#039;&#039; ou &#039;&#039;Terminal&#039;&#039; dans son nom de configuration d&#039;unité&lt;br /&gt;
&lt;br /&gt;
alors il n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
De plus, si cet objet apparaît à un groupe de placement (autrement dit, si il est lié à d&#039;autres objets de la carte dans la [[map unit]]), ce groupe entier n&#039;apparaît pas.&lt;br /&gt;
&lt;br /&gt;
==== Explication ====&lt;br /&gt;
&lt;br /&gt;
Ceci explique pourquoi les PNJ, la plupart des ennemis et des sanctuaires n&#039;apparaissent pas après s&#039;être échappé du combat -- ils sont spécifiquement exclus.&lt;br /&gt;
&lt;br /&gt;
C&#039;est aussi pour ça que les tours ont l&#039;air bizarres -- elles sont toujours liées à &#039;&#039;FldObj_DownloadTerminal_A_01&#039;&#039; (Terminal de téléchargement de la carte Sheikah) et &#039;&#039;DgnObj_WarpPoint_A_01&#039;&#039; (le cercle sur lequel Link apparaît quand il se téléporte), donc la majorité des objets de carte qui constituent une Tour Sheikah n&#039;apparaissent donc &#039;&#039;pas non plus&#039;&#039;. C&#039;est un effet secondaire de la supression des sanctuaires.&lt;br /&gt;
&lt;br /&gt;
De façon similaire, l&#039;intérieur des sanctuaires est invisible parce que le modèle du sanctuaire entier est un unique objet lié au moine Sheikah du sanctuaire, qui est un PNJ.&lt;br /&gt;
&lt;br /&gt;
De plus, ceci évèle pourquoi le Pont Suspendu de Digdo est invisible après avoir déclenché la cinématique du boss final: les objets de carte sont appelés &#039;&#039;FldObj_RockBridgeGerudoEntrance_A_01&#039;&#039;, et à cause l&#039;énorme liste noire de Nintendo concernant les noms d&#039;objets, les ponts sont finissent pas ne pas pouvoir apparaître.&lt;br /&gt;
&lt;br /&gt;
D&#039;ailleurs, la seule et unique raison pour laquelle les Moldarquors apparaissent est parce qu&#039;un développeur a fait une faute de frappe. Le profil des Moldarquors est censé être &#039;&#039;Sandworm&#039;&#039;, pas &#039;&#039;SandWorm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Le patch cassé de Nintendo ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; est activé quand le joueur déclence la cinématique du boss final dans les Quartiers Principaux. D&#039;un autre côté, &#039;&#039;Is_Played_Demo145_0&#039;&#039; est activé après la mort de Ganon, le Fléau.&lt;br /&gt;
&lt;br /&gt;
Alors pourquoi la version 1.3.0 vérifie &#039;&#039;IsPlayed_Demo145_0&#039;&#039; en plus de &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
C&#039;est parce que Nintendo a changé la façon dont sont gérées les données de sauvegarde dans la 1.2.0, en essayant de corriger un glitch similaire: Depuis la 1.2.0, le flag &#039;&#039;FirstInHyruleCastleBoosRoom&#039;&#039; n&#039;est plus chargé depuis ou écrit dans les fichiers de sauvegarde. Ainsi, pour s&#039;assurer que &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; a toujours la bonne valeur, Nintendo doit maintenant se reposer sur un flag de fin de jeu différent, et a choisi &#039;&#039;IsPlayed_Demo145_0&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Les fins lecteurs auront remarqué que la 1.2.0 est la version dans laquelle charger une sauvegarde fait réapparaître les PNJ, sanctuaires et autres acteurs exclus. C&#039;est tout simplement parce qu&#039;un chargement de sauvegarde en 1.2.0 et au dessus réinitialise &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; à sa valeur par défaut (faux), donc en 1.2.0 la logique de spawn n&#039;est pas utilisée.&lt;br /&gt;
&lt;br /&gt;
La 1.3.0 est la première version dans laquelle cette astuce ne fonctionne plus parce que &#039;&#039;IsPlayed_Demo145_0&#039;&#039; est toujours sauvegardé et chargé comme il faut. Mode expert, épreuves de l&#039;épée, mourir, tuer Ganon, etc. n&#039;ont aucun effet. La seule façon de se sortir de cet état est de réinitialiser &#039;&#039;le&#039;&#039; flag, et malheureusement il n&#039;y a rien que le joueur peut faire pour réinitialiser les flags IsPlayed. &lt;br /&gt;
&lt;br /&gt;
=== Modules (amiibo, Destrier de Légende 0.1) ===&lt;br /&gt;
&lt;br /&gt;
Comme d&#039;autres parties du jeu, les modules amiibo et Destrier de Légende 0.1 utilisent les flags IsPlayed_Demo pour décider si l&#039;utilisation de ces modules devrait être restreinte. Commençons donc par une liste des cinématiques [[Demo]] impactantes et leur description (traduites + la description interne officielle en japonais de Nintendo):&lt;br /&gt;
&lt;br /&gt;
* Demo141_0: Citadelle du château d&#039;Hyrule - L&#039;ombre de vent de Ganon apparaît ハイラル城本丸・カースガノン（風）登場&lt;br /&gt;
* Demo141_1: Citadelle du château d&#039;Hyrule - L&#039;ombre de feu de Ganon apparaît ハイラル城本丸・カースガノン（火）登場&lt;br /&gt;
* Demo141_2: Citadelle du château d&#039;Hyrule - L&#039;ombre de foudre de Ganon apparaît ハイラル城本丸・カースガノン（雷）登場&lt;br /&gt;
* Demo141_3: Citadelle du château d&#039;Hyrule - L&#039;ombre d&#039;eau de Ganon apparaît ハイラル城本丸・カースガノン（水）登場&lt;br /&gt;
* Demo142_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon apparaît ハイラル城本丸・不完全体ガノン登場&lt;br /&gt;
* Demo143_4: Citadelle du château d&#039;Hyrule - Le tir de la Créature Divine ハイラル城本丸・神獣ビーム着弾&lt;br /&gt;
* Demo145_0: Citadelle du château d&#039;Hyrule - La forme incomplète de Ganon meurt ハイラル城本丸・不完全体ガノン死亡&lt;br /&gt;
* Demo146_0: Plaine d&#039;Hyrule - Ganon Créature maléfique apparaît ハイラル平原・魔獣ガノン登場&lt;br /&gt;
&lt;br /&gt;
Pour le module amiibo, si &#039;&#039;Demo146_0&#039;&#039;, &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, le joueur ne peut pas utiliser d&#039;amiibo.&lt;br /&gt;
&lt;br /&gt;
Les vérifications pour le Destrier de Légende 0.1 sont légèrement différentes (et c&#039;est évident qu&#039;ils ont copié-collé le code de l&#039;amiibo...):&lt;br /&gt;
&lt;br /&gt;
* Si &#039;&#039;Demo146_0&#039;&#039; a été jouée, le joueur est explicitement autorisé à utiliser la moto.&lt;br /&gt;
* Si &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; ou &#039;&#039;Demo142_0&#039;&#039; ont été jouées, il ne peut pas utiliser la moto.&lt;br /&gt;
* Sinon, Link peut utiliser la moto si il n&#039;est pas dans la carte principale (MainField). Donc il peut la faire apparaître dans les épreuves de l&#039;épée après avoir fui le combat contre Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Quêtes EX ===&lt;br /&gt;
&lt;br /&gt;
Si Demo146_0 a été jouée, les quêtes EX épreuves de l&#039;épée et l&#039;ode aux Prodiges ne commenceront pas. Nintendo vérifie explicitement le flag dans les deux cas.&lt;br /&gt;
&lt;br /&gt;
=== Arc de Lumière et épée de Légende ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; contrôle aussi le spawn statique de l&#039;arc de lumière. De plus, l&#039;épée de Légende sera toujours dans sa forme améliorée (&amp;quot;forme véritable&amp;quot;) tant que le flag est actif.&lt;br /&gt;
&lt;br /&gt;
=== Lasers de Créature Divine et anciens piliers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo145_0&#039;&#039; d&#039;activé active également &amp;quot;Mode boss final&amp;quot; dans le code. Le seul effet visible est que les lasers des créatures divines sont désactivés.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;IsPlayed_Demo147_0&#039;&#039; (cinématique de scellement de Ganon) fait disparaître la rancoeur et font que les anciens piliers autour du Château d&#039;Hyrule brillent en bleu.&lt;br /&gt;
&lt;br /&gt;
=== Téléportation instantanée au Fléau ===&lt;br /&gt;
&lt;br /&gt;
De façon similaire à &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; est activé juste avant d&#039;entrer dans le combat contre Ganon, le Fléau, pour le faire apparaître et disparaître dès qu&#039;il est vaincu.&lt;br /&gt;
&lt;br /&gt;
Ce flag a un étrange effet secondaire. Toutes les frames, si le flag est activé, et si la coordonnée Y (la hauteur) de Link est inférieure à 170.0, Link est téléporté à (-254.0, 191.0, -1026.0).&lt;br /&gt;
&lt;br /&gt;
=== L&#039;exploit du mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Le mini-jeu &amp;quot;Opération Homme-Oiseau&amp;quot; peut aussi être utilisé pour s&#039;échapper de Ganon. Cet exploit est la raison pour laquelle garder l&#039;Arc de lumière et toujours être capable de jouer au jeu normalement était possible en 1.2.0.&lt;br /&gt;
&lt;br /&gt;
La façon dont cela fonctionne est que l&#039;on commence le mini jeu, puis on déclenche le combat contre Ganon, le fléau. Dès que la cinématique se finit, le mini-jeu s&#039;arrête et Link s&#039;est échappé de Ganon, avec tous les flags de fin de jeu mentionnés précédemment toujours activés.&lt;br /&gt;
&lt;br /&gt;
Dans les versions inférieures à la 1.1.2, ceci créait de sérieux dégâts étant donné que la plupart des ces flags de fin de jeu étaient écrits dans le fichier de sauvegarde (en incluant &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Quelqu&#039;un a fait une vidéo dessus et Nintendo ont apparemment pensé que le glitch soit suffisamment sérieux pour mériter un patch spécial.&lt;br /&gt;
&lt;br /&gt;
=== La correction de Nintendo ===&lt;br /&gt;
&lt;br /&gt;
Un simple et facile correctif aurait été de ne pas faire apparaître le déclencheur de Ganon, le fléau pendant que le mini-jeu est actif, mais ce n&#039;est pas comme ça qu&#039;ils ont décidé de le patcher.&lt;br /&gt;
&lt;br /&gt;
Parce qu&#039;ils savaient à propos des effets du flag &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;, ils ont changé la configuration de GameData afin de &#039;&#039;ne pas&#039;&#039; sauvegarder ce flag, donc les PNJ, sanctuaires, ennemis et tours ne disparaissaient pas, même après avoir fait le glitch.&lt;br /&gt;
&lt;br /&gt;
Ils ont également modifié l&#039;event du mini-jeu Opération Homme-Oiseau (&#039;&#039;MiniGame_HillTower_BirdMan&#039;&#039;) afin de toujours réinitialiser manuellement certains effets de l&#039;atterrissage dans les Quartiers Principaux:&lt;br /&gt;
&lt;br /&gt;
* An event was added to the landing event to warp the player back to the tower (-1746.71, 329.065, -772.847)… except the player is already being warped to the same exact coordinates in the original code. They might have wanted to be _extra sure_ the warp would work.&lt;br /&gt;
* When landing, the &#039;&#039;IsPlayed_Demo141_{0,1,2,3}&#039;&#039; and &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; flags are manually cleared. Yes, they forgot to clear any other flag such as &#039;&#039;IsPlayed_Demo145_0&#039;&#039; that may have been set.&lt;br /&gt;
* While the minigame is active, the &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; flag is cleared &#039;&#039;every frame&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as hacky as it sounds, and unsurprisingly it led to the 1.2.0 spawn glitch and required them to make yet another patch in 1.3.0.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[GameData]] configuration&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Echocolat</name></author>
	</entry>
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