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	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-04-21T11:57:11Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11946</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11946"/>
		<updated>2025-11-15T13:25:53Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: 1.8.1 -&amp;gt; 1.8.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* Similar to TotK, the game is now built with [https://aaupov.github.io/blog/2023/07/09/pgo context-sensitive profile-guided optimisations] (CSPGO).&lt;br /&gt;
** The output executable path is now &amp;quot;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product_CSPGO_Optimize\code\U-King.nss&amp;quot;.&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 and 1.6.0).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
1.8.1 was released on 12/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 onwards).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Portuguese (Brazil) text has been revised.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.2 ==&lt;br /&gt;
&lt;br /&gt;
1.8.2 is currently the latest version. It was released on 03/07/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Several issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.1|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=News:23&amp;diff=11945</id>
		<title>News:23</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=News:23&amp;diff=11945"/>
		<updated>2025-11-15T13:23:19Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;2025-11-15&amp;#039;&amp;#039;&amp;#039;: MediaWiki has been updated to version 1.43. As usual, please report any issues you may encounter to User:leoetlino.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2025-11-15&#039;&#039;&#039;: MediaWiki has been updated to version 1.43. As usual, please report any issues you may encounter to [[User:leoetlino]].&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=News:22&amp;diff=11918</id>
		<title>News:22</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=News:22&amp;diff=11918"/>
		<updated>2025-06-14T01:32:05Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;2025-06-12&amp;#039;&amp;#039;&amp;#039;: Nintendo released version 1.8.1 for the Switch and Switch 2.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2025-06-12&#039;&#039;&#039;: Nintendo released version [[Versions#1.8.1|1.8.1]] for the Switch and Switch 2.&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11917</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11917"/>
		<updated>2025-06-14T01:30:27Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: 1.8.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* Similar to TotK, the game is now built with [https://aaupov.github.io/blog/2023/07/09/pgo context-sensitive profile-guided optimisations] (CSPGO).&lt;br /&gt;
** The output executable path is now &amp;quot;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product_CSPGO_Optimize\code\U-King.nss&amp;quot;.&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 and 1.6.0).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
1.8.1 is currently the latest version. It was released on 12/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 onwards).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Portuguese (Brazil) text has been revised.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.1|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11916</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11916"/>
		<updated>2025-06-09T18:30:34Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* 1.8.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 is currently the latest version. It was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* Similar to TotK, the game is now built with [https://aaupov.github.io/blog/2023/07/09/pgo context-sensitive profile-guided optimisations] (CSPGO).&lt;br /&gt;
** The output executable path is now &amp;quot;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product_CSPGO_Optimize\code\U-King.nss&amp;quot;.&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 and 1.6.0).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11915</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11915"/>
		<updated>2025-06-09T18:16:21Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* 1.8.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 is currently the latest version. It was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11914</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11914"/>
		<updated>2025-06-09T18:13:17Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BYML&amp;diff=11815</id>
		<title>BYML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BYML&amp;diff=11815"/>
		<updated>2024-07-07T18:47:59Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: link to EPD wiki for v7+&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BYML&#039;&#039;&#039; is a simplified, binary form of [[wikipedia:YAML|YAML]].&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the version 2+ format is documented in this article. For newer versions (v7+), see [https://epd.zeldamods.org/wiki/Byaml the EPD wiki for more information].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The file is broken up into a node structure, with possible interlinking between the nodes. Each node has a one byte format identifier. The File begins with a header which points to three special nodes; the hash key table; the string table node and the root node.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;4%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;3%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;91%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| “BY” (big endian) or “YB” (little endian).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x02&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| Version 2 in &#039;&#039;Breath of the Wild&#039;&#039;, Versions 4 to 7 in &#039;&#039;Tears of the Kingdom&#039;&#039;. 1 and 3 are also valid version numbers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Offset to the hash key table, relative to start (usually 0x010). May be 0 if no hash nodes are used. Must be a string value node (0xc2).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x08&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Offset to the string table, relative to start. May be 0 if no strings are used. Must be a string value node (0xc2).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x0c&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Offset to the root node, relative to start. May be 0 if the document is totally empty. Must be either an array node (0xc0) or one of the hash nodes (0x20, 0x21 or 0xc1).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nodes ===&lt;br /&gt;
&lt;br /&gt;
Every node format has a unique one byte identifier as follows. Some nodes are considered value nodes as indicated below. The container nodes have a longer encoding in the file, which must be four byte aligned. The order of encoding full nodes within the file does not seem to matter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;8%&amp;quot; | Identifier&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;63%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Version&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Container&lt;br /&gt;
| Plain hash. Node is a mapping from 32-bit hashes to other nodes.&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Container&lt;br /&gt;
| Value hash. Node is a mapping from 32-bit hashes to other nodes and a second 4 byte value.&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xA0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Index)&lt;br /&gt;
| String. Value is an index into the string table.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xA1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Special)&lt;br /&gt;
| Binary data.&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xA2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Special)&lt;br /&gt;
| File data. Node contains the binary data of another file.&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xC0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Container&lt;br /&gt;
| Array. Node is an array of nodes, typically, though not necessarily, all of the same format.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xC1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Container&lt;br /&gt;
| String hash. Node is a mapping from strings in the hash key table to other nodes.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xC2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Container (Special)&lt;br /&gt;
| String table. Special purpose node type only seen in the hash key table and the string table.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value&lt;br /&gt;
| Bool. Node is 1 or 0 representing true or false respectively.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value&lt;br /&gt;
| Int. Node is a signed 32 bit integer value.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value&lt;br /&gt;
| Float. Node is a binary32 floating-point number.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value&lt;br /&gt;
| UInt. Node is an unsigned 32 bit integer value. The game uses this for some CRC32 hashes and for masks.&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Special)&lt;br /&gt;
| Int64. Node is a 64 bit integer value.&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Special)&lt;br /&gt;
| UInt64. Node is an unsigned 64 bit integer value.&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xD6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value (Special)&lt;br /&gt;
| Double. Node is a binary64 floating-point number.&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0xFF&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Value&lt;br /&gt;
| Null. Value is always 0.&lt;br /&gt;
| 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Value Nodes ====&lt;br /&gt;
&lt;br /&gt;
Value nodes can only be encoded as children of container nodes. Each value node has a direct four byte encoding.&lt;br /&gt;
&lt;br /&gt;
For string nodes, this encoding is simply a four byte index into the string table respectively.&lt;br /&gt;
&lt;br /&gt;
For special value nodes, the value is an offset relative to the start of the file.&lt;br /&gt;
&lt;br /&gt;
==== 0x20 - Hash Node ====&lt;br /&gt;
&lt;br /&gt;
Hash / dictionary nodes are used to encode name value collections. Entries must sorted by their hash value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 0x20 node type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| Number of entries in dictionary.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8*N&lt;br /&gt;
| Dictionary entries.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04+8*N&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1*N&lt;br /&gt;
| Array of N types, on for each entry in the dictionary. This is padded to 4 bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each entry in the dictionary has the following structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;3%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Hash. A 32-bit hash of the key.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Value. For regular value nodes, this is the 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 0x21 - Value Hash Node ====&lt;br /&gt;
&lt;br /&gt;
This type is the similar to the hash node with the addition of a 4-byte value in each dictionary entry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;3%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Value. For regular value nodes, this is the 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Hash. A 32-bit hash of the key.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x08&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Unknown. Always 0 in &#039;&#039;Tears of the Kingdom&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 0xA1 - Binary Data Node ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Data length&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | variable&lt;br /&gt;
| Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 0xA2 - File Node ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| File length&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Unknown. Always 0x1000.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x08&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | variable&lt;br /&gt;
| File data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 0xC0 - Array Node ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;12%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;6%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;81%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 0xC0 node type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| Number of entries in array.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N&lt;br /&gt;
| Array of N node types; the type of each element in the array.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04 + N’&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4*N&lt;br /&gt;
| Array of N node values. For regular value nodes, this is a 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N’ is N rounded up to the nearest multiple of 4.&lt;br /&gt;
&lt;br /&gt;
==== 0xC1 - String Hash Node ====&lt;br /&gt;
&lt;br /&gt;
Hash / dictionary nodes are used to encode name value collections. Entries must be lexicographically sorted&amp;lt;ref&amp;gt;Nintendo&#039;s BYML library performs a binary search when looking up items by key in a hash node.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 0xC1 node type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| Number of entries in dictionary.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What then follows is a variable length array of dictionary entries. Each entry has the following structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;3%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| Name. Value is an index in the hash key table.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x03&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| The node type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| Value. For regular value nodes, this is the 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 0xC2 - String Table Node ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;4%&amp;quot; | Offset&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;7%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;87%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x00&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 0xC2 node type.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| Number of entries in the string table.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Y=4*(N+1)&lt;br /&gt;
| Array of N+1 offsets to each string relative to the start of the node. The last entry is an offset to the end of the last string.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0x04+Y’&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | variable&lt;br /&gt;
| Array of N null-terminated strings stored in alphabetical order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Y’ is Y rounded up to the nearest multiple of 4.&lt;br /&gt;
&lt;br /&gt;
== Usage in Nintendo games ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Game !! Endianness !! Version || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Breath of the Wild&#039;&#039; (Wii U) || Big endian || 2 || Uses SMO&#039;s library (in al::)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Breath of the Wild&#039;&#039; (Switch) || Little endian || 2 || Uses SMO&#039;s library (in al::), but with unused code and support for big endian eliminated&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Super Mario Odyssey&#039;&#039; (Switch) || Little endian (supports big endian as well) || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Splatoon 2&#039;&#039; (Switch) || Little endian (supports big endian as well) || 3? || Uses SMO&#039;s library, but in the Lp::Utl:: namespace&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Animal Crossing: New Horizons&#039;&#039; (Switch) || Little endian (supports big endian as well) || 4 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The v3 format seems to be identical to v2 but with the 64-bit node types added.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
Nintendo uses several file extensions for BYML files in BotW. The basic format is the same even though each kind has a different purpose and contains different parameters. Known extensions:&lt;br /&gt;
* [[Baischedule|.baischedule]]&lt;br /&gt;
* [[Baniminfo|.baniminfo]]&lt;br /&gt;
* [[Bgdata|.bgdata]]&lt;br /&gt;
* [[Bgsvdata|.bgsvdata]]&lt;br /&gt;
* [[Bquestpack|.bquestpack]]&lt;br /&gt;
* [[BYML|.byml]]&lt;br /&gt;
* [[BYML|.byaml]]&lt;br /&gt;
* [[Mubin|.mubin]]&lt;br /&gt;
TotK has added the following extensions:&lt;br /&gt;
* .bgyml&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
{{tool table|category=Tools (BYML)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article was adapted from documentation in the [https://github.com/handsomematt/botw-modding/blob/master/docs/file_formats/byml.md handsomematt/botw-modding repo].&#039;&#039;&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=News:21&amp;diff=11776</id>
		<title>News:21</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=News:21&amp;diff=11776"/>
		<updated>2023-05-08T23:41:03Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;2023-05-08&amp;#039;&amp;#039;&amp;#039;: MediaWiki has been updated to version 1.39. As usual, please report any issues you may encounter to User:leoetlino.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2023-05-08&#039;&#039;&#039;: MediaWiki has been updated to version 1.39. As usual, please report any issues you may encounter to [[User:leoetlino]].&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Category:Pages_using_DynamicPageList3_parser_function&amp;diff=11775</id>
		<title>Category:Pages using DynamicPageList3 parser function</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Category:Pages_using_DynamicPageList3_parser_function&amp;diff=11775"/>
		<updated>2023-05-08T23:04:50Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Created page with &amp;quot;__HIDDENCAT__&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__HIDDENCAT__&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11774</id>
		<title>MediaWiki:Gadget-BotwTheme.css</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11774"/>
		<updated>2023-05-08T23:04:12Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.skin-vector {&lt;br /&gt;
    background-image: url(&amp;quot;https://static.zeldamods.org/assets/bg.png&amp;quot;);&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-page-base {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #content {&lt;br /&gt;
	border: none;&lt;br /&gt;
	margin-right: 1em;&lt;br /&gt;
	box-shadow: 0 0 7px lightblue;&lt;br /&gt;
	border-radius: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-head a,&lt;br /&gt;
.skin-vector #mw-panel a,&lt;br /&gt;
.skin-vector #footer a {&lt;br /&gt;
    color: #29d1fc !important;&lt;br /&gt;
}&lt;br /&gt;
.skin-vector #mw-head a.new, #mw-head .new a {&lt;br /&gt;
	color: #ff5e5e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-panel .portal h3 {&lt;br /&gt;
    color: #ababab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #footer ul li {&lt;br /&gt;
    color: #deddc8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-uls .uls-trigger:before {&lt;br /&gt;
	filter: invert(1);	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs,&lt;br /&gt;
.vector-menu-tabs ul,&lt;br /&gt;
.vector-menu-tabs ul li,&lt;br /&gt;
.vector-menu-tabs li.selected,&lt;br /&gt;
.vector-menu-tabs ul li span {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs, .vector-menu-tabs a, #mw-head .vector-menu-dropdown h3 {&lt;br /&gt;
	background: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-dropdown h3 {&lt;br /&gt;
	color: #29d1fc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-head .vector-menu-tabs li.selected a {&lt;br /&gt;
	color: #fcffe4 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs li.selected a {&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu h3 span:after {&lt;br /&gt;
    background-image: linear-gradient(transparent,transparent), url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=&#039;http://www.w3.org/2000/svg&#039; width=&#039;12&#039; height=&#039;12&#039; viewBox=&#039;0 0 12 12&#039;%3E%3Cpath d=&#039;M11.05 3.996l-.965-1.053-4.035 3.86-3.947-3.86L1.05 3.996l5 5 5-5&#039; fill=&#039;%23bfbfbf&#039;/%3E%3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #simpleSearch input {&lt;br /&gt;
    color: #c8d9ea;&lt;br /&gt;
    border-top: none;&lt;br /&gt;
    border-left: none;&lt;br /&gt;
    border-right: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput {&lt;br /&gt;
	background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus, #simpleSearch:hover #searchInput:focus {&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	outline: 1px #3366cc solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #simpleSearch #searchButton {&lt;br /&gt;
    background-image: linear-gradient(transparent,transparent),url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2212%22 height=%2213%22%3E %3Cg fill=%22none%22 stroke=%22%23c0c0c0%22 stroke-width=%222%22%3E %3Cpath d=%22M11.29 11.71l-4-4%22/%3E %3Ccircle cx=%225%22 cy=%225%22 r=%224%22/%3E %3C/g%3E %3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-panel .portal .body {&lt;br /&gt;
    background: none;&lt;br /&gt;
}&lt;br /&gt;
.skin-vector #mw-panel .portal h3 {&lt;br /&gt;
    border-bottom: 1px solid #5f5f5f;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11773</id>
		<title>MediaWiki:Gadget-BotwTheme.css</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11773"/>
		<updated>2023-05-08T23:02:13Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: more 1.39 fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.skin-vector {&lt;br /&gt;
    background-image: url(&amp;quot;https://static.zeldamods.org/assets/bg.png&amp;quot;);&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-page-base {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #content {&lt;br /&gt;
	border: none;&lt;br /&gt;
	margin-right: 1em;&lt;br /&gt;
	box-shadow: 0 0 7px lightblue;&lt;br /&gt;
	border-radius: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-head a,&lt;br /&gt;
.skin-vector #mw-panel a,&lt;br /&gt;
.skin-vector div#mw-head div.vectorMenu h3 span,&lt;br /&gt;
.skin-vector #footer a {&lt;br /&gt;
    color: #29d1fc !important;&lt;br /&gt;
}&lt;br /&gt;
.skin-vector #mw-head a.new, #mw-head .new a {&lt;br /&gt;
	color: #ff5e5e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-panel .portal h3 {&lt;br /&gt;
    color: #ababab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #footer ul li {&lt;br /&gt;
    color: #deddc8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-uls .uls-trigger:before {&lt;br /&gt;
	filter: invert(1);	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs,&lt;br /&gt;
.vector-menu-tabs ul,&lt;br /&gt;
.vector-menu-tabs ul li,&lt;br /&gt;
.vector-menu-tabs li.selected,&lt;br /&gt;
.vector-menu-tabs ul li span,&lt;br /&gt;
div#mw-head div.vectorMenu h3 {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs, .vector-menu-tabs a, #mw-head .vector-menu-dropdown h3 {&lt;br /&gt;
	background: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-dropdown h3 {&lt;br /&gt;
	color: #29d1fc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs li.selected a {&lt;br /&gt;
    color: #fcffe4 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu h3 span:after {&lt;br /&gt;
    background-image: linear-gradient(transparent,transparent), url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=&#039;http://www.w3.org/2000/svg&#039; width=&#039;12&#039; height=&#039;12&#039; viewBox=&#039;0 0 12 12&#039;%3E%3Cpath d=&#039;M11.05 3.996l-.965-1.053-4.035 3.86-3.947-3.86L1.05 3.996l5 5 5-5&#039; fill=&#039;%23bfbfbf&#039;/%3E%3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #simpleSearch input {&lt;br /&gt;
    color: #c8d9ea;&lt;br /&gt;
    border-top: none;&lt;br /&gt;
    border-left: none;&lt;br /&gt;
    border-right: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput {&lt;br /&gt;
	background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus, #simpleSearch:hover #searchInput:focus {&lt;br /&gt;
	box-shadow: none;&lt;br /&gt;
	outline: 1px #3366cc solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #simpleSearch #searchButton {&lt;br /&gt;
    background-image: linear-gradient(transparent,transparent),url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2212%22 height=%2213%22%3E %3Cg fill=%22none%22 stroke=%22%23c0c0c0%22 stroke-width=%222%22%3E %3Cpath d=%22M11.29 11.71l-4-4%22/%3E %3Ccircle cx=%225%22 cy=%225%22 r=%224%22/%3E %3C/g%3E %3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-panel .portal .body {&lt;br /&gt;
    background: none;&lt;br /&gt;
}&lt;br /&gt;
.skin-vector #mw-panel .portal h3 {&lt;br /&gt;
    border-bottom: 1px solid #5f5f5f;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11772</id>
		<title>MediaWiki:Gadget-BotwTheme.css</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=MediaWiki:Gadget-BotwTheme.css&amp;diff=11772"/>
		<updated>2023-05-08T22:59:54Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: 1.39 fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.skin-vector {&lt;br /&gt;
    background-image: url(&amp;quot;https://static.zeldamods.org/assets/bg.png&amp;quot;);&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-page-base {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #content {&lt;br /&gt;
	border: none;&lt;br /&gt;
	margin-right: 1em;&lt;br /&gt;
	box-shadow: 0 0 7px lightblue;&lt;br /&gt;
	border-radius: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-head a,&lt;br /&gt;
.skin-vector #mw-panel a,&lt;br /&gt;
.skin-vector div#mw-head div.vectorMenu h3 span,&lt;br /&gt;
.skin-vector #footer a {&lt;br /&gt;
    color: #29d1fc !important;&lt;br /&gt;
}&lt;br /&gt;
.skin-vector #mw-head a.new, #mw-head .new a {&lt;br /&gt;
	color: #ff5e5e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #mw-panel .portal h3 {&lt;br /&gt;
    color: #ababab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skin-vector #footer ul li {&lt;br /&gt;
    color: #deddc8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-uls .uls-trigger:before {&lt;br /&gt;
	filter: invert(1);	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs,&lt;br /&gt;
.vectorTabs ul,&lt;br /&gt;
.vectorTabs ul li,&lt;br /&gt;
.vectorTabs li.selected,&lt;br /&gt;
.vectorTabs ul li span,&lt;br /&gt;
div#mw-head div.vectorMenu h3 {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-tabs, .vector-menu-tabs a, #mw-head .vector-menu-dropdown h3 {&lt;br /&gt;
	background: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-menu-dropdown h3 {&lt;br /&gt;
	color: #29d1fc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs li.selected a {&lt;br /&gt;
    color: #fcffe4 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorMenu h3 span:after {&lt;br /&gt;
    background-image: linear-gradient(transparent,transparent), url(&amp;quot;data:image/svg+xml,%3Csvg xmlns=&#039;http://www.w3.org/2000/svg&#039; width=&#039;12&#039; height=&#039;12&#039; viewBox=&#039;0 0 12 12&#039;%3E%3Cpath d=&#039;M11.05 3.996l-.965-1.053-4.035 3.86-3.947-3.86L1.05 3.996l5 5 5-5&#039; fill=&#039;%23bfbfbf&#039;/%3E%3C/svg%3E&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
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		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=11752</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=11752"/>
		<updated>2023-04-16T11:55:03Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Dictionary entry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart** || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline** || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: &amp;lt;code&amp;gt;reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Index of next node if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Index of next node if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetaData.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || Wide string (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || WString[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wide strings use wchar_t which is 32-bit long on Switch.&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11638</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11638"/>
		<updated>2022-07-21T20:29:12Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: copyedit RID_Demo section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11509</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11509"/>
		<updated>2022-06-16T15:53:11Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
This list must be in the same order as the [[#ShopAreaInfo Hashes]] array.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a list of lists of hashes of boolean GameData flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;. This list must be in the same order as the [[#SoldOutInfo Hashes]] array, but each list of hashes need not be sorted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11508</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11508"/>
		<updated>2022-06-16T15:52:05Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
This list must be in the same order as the [[#ShopAreaInfo Hashes]] array.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
This list must be in the same order as the [[#SoldOutInfo Hashes]] array.&lt;br /&gt;
&lt;br /&gt;
This is a list of hashes of boolean GameData flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;. This array need not be sorted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11507</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11507"/>
		<updated>2022-06-16T15:51:53Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* ShopAreaInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
This list must be in the same order as the [[#ShopAreaInfo Hashes]] array.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
This is a list of hashes of boolean GameData flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;. This array need not be sorted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11506</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11506"/>
		<updated>2022-06-16T15:38:25Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
This is a list of hashes of boolean GameData flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;. This array need not be sorted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11505</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11505"/>
		<updated>2022-06-16T15:33:55Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
This is a list of boolean flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;. This array need not be sorted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11504</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11504"/>
		<updated>2022-06-16T15:33:23Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
This is a list of boolean flags that should be reset&amp;lt;ref&amp;gt;ksys::gdt::TriggerParam::resetFlagsAccordingToPolicy: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtTriggerParam.cpp#L1670&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11503</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11503"/>
		<updated>2022-06-16T15:29:39Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used by [[GameDataMgr]] to keep track of items that have been purchased from a shop (&amp;quot;sold out&amp;quot; items) and [[GameDataMgr#bool_and_s32_flags_with_reset_type_3|restock them]] periodically.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Areas&lt;br /&gt;
|A list of map area coordinates where the item is sold when the Dealer and Item are the same. This is used to prevent the item from being restocked while the player is in the same map area. Each coordinate identifies a map area on the [[revival map grid]].&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Revival_map_grid&amp;diff=11502</id>
		<title>Revival map grid</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Revival_map_grid&amp;diff=11502"/>
		<updated>2022-06-16T15:29:10Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Redirected page to Object respawning#Shop items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Object_respawning#Shop_items]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11501</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11501"/>
		<updated>2022-06-16T15:23:34Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* SoldOutInfo Hashes */ both arrays need to be sorted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Area&lt;br /&gt;
|A list of locations where the item is sold when the Dealer and Item are the same.&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; also be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11500</id>
		<title>ShopGameDataInfo.byml</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ShopGameDataInfo.byml&amp;diff=11500"/>
		<updated>2022-06-16T15:23:03Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* ShopAreaInfo Hashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ShopGameDataInfo.byml&#039;&#039;&#039; (found in Bootup/Gamedata) is a [[Yaz0]]-compressed [[BYML]] file which contains data pertaining to [[Actor|actors]] purchasable from NPC Shops. It is used when purchasing items (actors) from a shop to keep track of items that are &amp;quot;Sold Out&amp;quot;. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
===ShopAreaInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;ShopAreaInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags. &lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
&lt;br /&gt;
This array &#039;&#039;must&#039;&#039; be sorted, as GameDataMgr performs a binary search on the list&amp;lt;ref&amp;gt;ksys::gdt::Manager::getShopInfoIter: https://github.com/zeldaret/botw/blob/2eeae37cf787e8ab1cf64b98db35de4b1b0fca3f/src/KingSystem/GameData/gdtManager.cpp#L630&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===ShopAreaInfo Values===&lt;br /&gt;
&lt;br /&gt;
This section contains a list of all items sold by NPCs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Area&lt;br /&gt;
|A list of locations where the item is sold when the Dealer and Item are the same.&lt;br /&gt;
| [0, 6]&lt;br /&gt;
|-&lt;br /&gt;
|Dealer&lt;br /&gt;
|The name of the actor which sells the item.&lt;br /&gt;
|Npc_MamonoShop&lt;br /&gt;
|-&lt;br /&gt;
|Item&lt;br /&gt;
|The name of the actor which is sold.&lt;br /&gt;
|Armor_160_Upper&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example entries:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [1, 7]&lt;br /&gt;
    Dealer: NPC_oasis065&lt;br /&gt;
    Item: Armor_008_Upper&lt;br /&gt;
    &lt;br /&gt;
  - Areas:&lt;br /&gt;
    - [0, 6]&lt;br /&gt;
    - [1, 2]&lt;br /&gt;
    - [6, 5]&lt;br /&gt;
    - [7, 7]&lt;br /&gt;
    - [8, 0]&lt;br /&gt;
    - [8, 3]&lt;br /&gt;
    - [8, 5]&lt;br /&gt;
    - [9, 2]&lt;br /&gt;
    Dealer: Npc_MamonoShop&lt;br /&gt;
    Item: Armor_160_Upper&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Hashes===&lt;br /&gt;
&#039;&#039;&#039;SoldOutInfo Hashes&#039;&#039;&#039; is an array of CRC32 hashes of all shop actor-name flags that change state when sold out.&lt;br /&gt;
The flags are used in stores where the item is physically shown to the player (e.g A Mannequin displaying Armor).&lt;br /&gt;
The hashed flags are named in the format Npc_Name_Actor_Name.&lt;br /&gt;
This array does not need to be sorted. {{Check}}&lt;br /&gt;
Similar to tag values, each number is stored as an unsigned int if it is greater than 0x80000000 and as a signed int otherwise.&lt;br /&gt;
&lt;br /&gt;
===SoldOutInfo Values===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Translations:Amiibo_drops/38/fr&amp;diff=11440</id>
		<title>Translations:Amiibo drops/38/fr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Translations:Amiibo_drops/38/fr&amp;diff=11440"/>
		<updated>2022-06-14T13:45:59Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Created page with &amp;quot;https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11134</id>
		<title>Help:Using mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11134"/>
		<updated>2022-06-11T22:06:20Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Disabling telemetry reports */ http -&amp;gt; https (fix broken download link in Chrome)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, players! This article will walk you through setting up BotW to play with mods. There are three different platforms you can play on:&lt;br /&gt;
&lt;br /&gt;
* Wii U console&lt;br /&gt;
* Cemu, the Wii U emulator, on your computer&lt;br /&gt;
* Switch console&lt;br /&gt;
&lt;br /&gt;
Almost all Wii U mods should work on both the console and Cemu, but most Switch mods aren&#039;t cross-compatible. In addition, many mods are only compatible with version 1.5.0 of BotW.&lt;br /&gt;
&lt;br /&gt;
Note that any mods which edit any of the same files as each other will probably be incompatible and cause issues. Sometimes, mods that edit different files can also be unexpectedly incompatible. If you are using multiple mods and you find glitches, please figure out which mod / combination of mods is causing the issue before reporting it to the mod creator(s).&lt;br /&gt;
&lt;br /&gt;
== Wii U Console ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
=== Setting up WUPS SDCafiine ===&lt;br /&gt;
SDCafiine is a Wii U homebrew program that will load modded game files from your SD card. The classic version has a history of serious stability problems, as the program eventually unloads from memory, and game files begin to revert to their unmodded state. An alternative version designed for the Wii U Plugin System (WUPS) is &#039;&#039;much&#039;&#039; more stable and does not usually unload, so it is recommended.&lt;br /&gt;
&lt;br /&gt;
# Download the latest nightly release of the Wii U Plugin Loader from [https://github.com/Maschell/WiiUPluginLoader/releases here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Download the latest WUPS nightly of SDCafiine from [https://github.com/Maschell/SDCafiine/releases/tag/SDCafiine-WUPS-v1.4-nightly-67aa461 here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Create a new folder in the root of your SD Card, named &amp;lt;code&amp;gt;sdcafiine&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, create a new folder with the name of your game&#039;s Title ID. On Wii U, the JP version of BotW uses &amp;lt;code&amp;gt;00050000101C9300&amp;lt;/code&amp;gt;, the US version uses &amp;lt;code&amp;gt;00050000101C9400&amp;lt;/code&amp;gt;, and the EU version uses &amp;lt;code&amp;gt;00050000101C9500&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, you can create any number of folders named after the mods you want to use. When you boot the game, a menu will appear allowing you to select one to use.&lt;br /&gt;
# Inside each of those folders, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear. If using BCML, this is where you will put the contents of the exported BCML pack.)&lt;br /&gt;
&lt;br /&gt;
To use mods:&lt;br /&gt;
# Run the Wii U Plugin Loader option from the Homebrew Launcher&lt;br /&gt;
# Tick the SDCafiine plugin on and press &#039;&#039;&#039;+&#039;&#039;&#039; to Apply Patches.&lt;br /&gt;
# Back at the Wii U menu, launch BOTW.&lt;br /&gt;
# If you have only one mod, it will load automatically. If there are multiple mods, you will be prompted to select one to use.&lt;br /&gt;
&lt;br /&gt;
== Cemu Emulator ==&lt;br /&gt;
&lt;br /&gt;
=== Download Cemu Emulator ===&lt;br /&gt;
You can find the latest version of Cemu Emulator on the [http://cemu.info/ Official Cemu Website]&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software, in order to allow you to dump the game files from your console to your PC.&lt;br /&gt;
&lt;br /&gt;
=== Dumping the game files ===&lt;br /&gt;
To play BotW on Cemu, you&#039;ll need to [[Help:Dumping games|dump the game files]] from the console to your computer. Then run the &amp;lt;code&amp;gt;U-King.rpx&amp;lt;/code&amp;gt; file from Cemu to boot the game.&lt;br /&gt;
&lt;br /&gt;
=== Installing the DLC ===&lt;br /&gt;
If you dumped the game&#039;s add-on content (aoc) files, follow [http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC this guide] to install them in Cemu.￼&lt;br /&gt;
&lt;br /&gt;
=== Setting up and Maximising Performance ===&lt;br /&gt;
Now that you have Cemu and your games files, it is recommended you use [http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide Serfrosts Cemu Setup Guide] to maximise performance on your hardware before installing mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using BCML ===&lt;br /&gt;
Mods that are packaged as a graphic pack or as a BNP can be installed using [[Help:Tools/BCML|BCML]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, BCML is designed to resolve certain kinds of conflicts between different mods. Mods that modify many types of content, including the [[RSTB]], the same [[SARC]] files, or [[Message archives]], among many others, will not function properly together unless the changes are merged. BCML does this automatically. To install mods with BCML:&lt;br /&gt;
&lt;br /&gt;
# Install and setup BCML using the instructions [[Help:Tools/BCML#Setup|here]] or in [https://www.youtube.com/watch?v=8gKRifYyA68 this video tutorial].&lt;br /&gt;
# Open BCML.&lt;br /&gt;
# Click the floating action button to install mods.&lt;br /&gt;
&lt;br /&gt;
For more information on using BCML, see the [https://github.com/NiceneNerd/BCML/tree/master/docs BCML docs].&lt;br /&gt;
&lt;br /&gt;
BCML should automatically enable installed mods in Cemu, but check to make sure by opening the Cemu graphic pack menu and making sure the &amp;quot;BCML&amp;quot; graphic pack under &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild/Mods/BCML&amp;lt;/code&amp;gt; is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods with the graphic pack menu ===&lt;br /&gt;
Cemu uses &amp;quot;graphic packs&amp;quot; to install mods without overwriting any of the base files, allowing you to easily install or uninstall mods without leaving any trace. &lt;br /&gt;
&lt;br /&gt;
Graphic packs are installed by placing the unzipped folder in &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. Note that most newer mods will come packaged as a graphic pack, or have a graphic pack option. &lt;br /&gt;
&lt;br /&gt;
To check that the mod is a graphic pack, open the mod folder within &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. A graphic pack will have a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; and/or &amp;lt;code&amp;gt;aoc&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mod is not packaged as a graphic pack you will have to package it yourself, otherwise skip to the end of this section. This method works for versions of Cemu 1.15.1+&lt;br /&gt;
&lt;br /&gt;
# Create a new folder inside &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt; named after the mod you want to use.&lt;br /&gt;
# Inside that folder, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear.)&lt;br /&gt;
# Create a file named &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder (if the downloaded mod doesn&#039;t already include one). Use this example as a template:&lt;br /&gt;
&lt;br /&gt;
 [Definition]&lt;br /&gt;
 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500&lt;br /&gt;
 name = &amp;lt;Mod Name&amp;gt;&lt;br /&gt;
 path = &amp;quot;The Legend of Zelda: Breath of the Wild/Mods/&amp;lt;Mod Name&amp;gt;&amp;quot;&lt;br /&gt;
 description = &amp;lt;Mod description here&amp;gt;&lt;br /&gt;
 version = 3&lt;br /&gt;
 fsPriority = 100&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; must be set to 3 to work correctly. &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; determines the order in which mods are prioritized - higher numbers prioritize that mod&#039;s files over other mods. Mods without an &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; entry specified will default to 100.&lt;br /&gt;
&lt;br /&gt;
Once a mod has been added, simply enable it from Cemu&#039;s graphic pack menu to use it. You can find this menu in &amp;lt;code&amp;gt;Options &amp;gt; Graphic Packs&amp;lt;/code&amp;gt; or by right-clicking a game and selecting &amp;lt;code&amp;gt;Edit Graphic Packs&amp;lt;/code&amp;gt;.&lt;br /&gt;
Note that most mods should not be enabled or disabled while the game is running.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://guide.sdsetup.com this guide] to set up your Switch console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
This tutorial uses Atmosphère Custom Firmware (CFW). It is strongly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to use other CFWs as they tend to be outdated, unsafe and/or use stolen code from Atmosphère. &lt;br /&gt;
{{warning|text=Running homebrew on your console may lead to it getting banned from Nintendo&#039;s online services (including eShop and game updates). Enabling Airplane Mode will not help, as telemetry reports are saved and sent to Nintendo the next time you connect to the internet.&lt;br /&gt;
&lt;br /&gt;
However, this risk is very minimal as long as you are sensible and only use a safe, sane CFW (Atmosphère) and mods on offline games (don&#039;t install NSPs or pirate games!) as Atmosphère does not leave any trace on the system and disables some system telemetry.&lt;br /&gt;
&lt;br /&gt;
If you are paranoid, turn on Airplane Mode &#039;&#039;before running homebrew for the first time&#039;&#039;, then make a full system backup, and always stay offline until you restore that clean backup.}}&lt;br /&gt;
&lt;br /&gt;
=== Disabling telemetry reports ===&lt;br /&gt;
The Switch version of &#039;&#039;Breath of the Wild&#039;&#039; sends many [[telemetry]] reports so when you are using mods that modify gameplay in a detectable way or add new content in any way, it is strongly recommended to disable telemetry reports because they are used by Zelda developers to understand how people play BotW and also to help them fix bugs.&lt;br /&gt;
&lt;br /&gt;
Mods that modify actors are especially dangerous as they might cause the game to use the ActorSystem emergency heap and trigger many memory-related play reports.&lt;br /&gt;
&lt;br /&gt;
To disable problematic telemetry reports:&lt;br /&gt;
&lt;br /&gt;
* For 1.5.0, download this [https://static.zeldamods.org/patch_switch150_no_telemetry.ips patch], put it in &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;16A91992BBA71201E98756F3BC8F5D2F.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.5.0 [[executable]] only (build ID: 16A91992BBA71201E98756F3BC8F5D2F).&lt;br /&gt;
&lt;br /&gt;
* For 1.6.0, download this [https://static.zeldamods.org/patch_switch160_no_telemetry.ips patch], put it at &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;8E9978D50BDD20B4C8395A106C27FFDE.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.6.0 [[executable]] only (build ID: 8E9978D50BDD20B4C8395A106C27FFDE).&lt;br /&gt;
&lt;br /&gt;
=== Installing mods ===&lt;br /&gt;
&lt;br /&gt;
# In the root of your MicroSD card, there should be a folder named &amp;lt;code&amp;gt;atmosphere&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, there should be a folder named &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt;. Inside that, create a folder with the name of your game&#039;s Title ID. For BotW on Switch, the Title ID is &amp;lt;code&amp;gt;01007EF00011E000&amp;lt;/code&amp;gt;. (In versions of Atmosphere prior to v0.10.0, the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder was instead called &amp;lt;code&amp;gt;titles&amp;lt;/code&amp;gt;.)&lt;br /&gt;
# Inside that, make a folder called &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include all or part of this folder structure already, to make things easy.)&lt;br /&gt;
&lt;br /&gt;
To use the mod, simply boot the console into CFW, then boot the game, and the mod will be active.&lt;br /&gt;
&lt;br /&gt;
Note that mods are not permanently installed on the console. To remove all installed mods, simply delete &amp;lt;code&amp;gt;/atmosphere/contents/01007EF00011E000&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Blood_moon&amp;diff=11125</id>
		<title>Blood moon</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Blood_moon&amp;diff=11125"/>
		<updated>2022-05-25T21:10:55Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Panic Blood Moons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Blood Moon&#039;&#039;&#039; is a game mechanic that ensures the world stays populated with enemies and weapons. Every time a blood moon occurs, enemies that have been defeated and overworld weapons that have been picked up by the player respawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular&#039;&#039; or &#039;&#039;scheduled blood moons&#039;&#039; (those that occur at midnight) only exist for gameplay reasons: contrary to popular belief, they do &#039;&#039;not&#039;&#039; act as a garbage collection or error repair mechanism.&lt;br /&gt;
&lt;br /&gt;
In some rare circumstances, blood moons are also used to reset internal state when some subsystems are running out of memory or become unresponsive. Such blood moons do not follow any regular schedule and are commonly referred to as &#039;&#039;panic blood moons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A common misconception is that blood moons help replenish system memory by resetting enemy kill flags. This is however total nonsense, because enemy kill flags are just GameData flags, and all GameData flags are loaded at bootup and stay in memory forever&amp;lt;ref&amp;gt;Even without any code reverse engineering, anyone who has an idea of what they are talking about knows that the game never loads [[Bootup.pack]] (which holds the GameData configuration) again after init so it cannot possibly be unloading flags. Not to mention that it&#039;d be ridiculously inefficient to unload and reload flags all the time.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Scheduled Blood Moons ==&lt;br /&gt;
{{link to article|link=Time}}&lt;br /&gt;
&lt;br /&gt;
Scheduled Blood Moons are based on a timer that starts running as soon as the &amp;quot;step out of Shrine of Resurrection&amp;quot; cutscene (Demo103_0) has finished. When the timer reaches 7 in-game days, the WM_BloodyDay flag is set. The next time it is midnight, assuming blood moons are not inhibited, the Blood Moon cutscene will trigger. For more details, read [[Time]] or [[WorldMgr]] (for even more technical details).&lt;br /&gt;
&lt;br /&gt;
== Panic Blood Moons ==&lt;br /&gt;
Panic Blood Moons occur when the game is running out of memory&amp;lt;ref&amp;gt;Debug play reports refer to the event as a &amp;quot;BloodyMoon ForMemory&amp;quot; at 0x71007A95B4 (Switch 1.5.0)&amp;lt;/ref&amp;gt; or when some tasks are taking too much time. Unlike regular blood moons, panic moons trigger a full system reset and take longer to execute.&lt;br /&gt;
&lt;br /&gt;
Contrary to a widespread theory, they are not used as a generic error handler or a fallback for &amp;quot;unhandled events&amp;quot;. Panic blood moons can only occur in specific cases.&lt;br /&gt;
&lt;br /&gt;
Panic conditions are checked every frame by [[GameScene#precalc]], which also keeps track of the panic reason in an unsigned 32-bit integer so that memory issues can be reported to Nintendo via the [[telemetry]] system.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Panic Blood Moon reasons&lt;br /&gt;
! Bit !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &#039;&#039;&#039;[[Resource system]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;0x7101213144&amp;lt;/ref&amp;gt;: at least one of the following is true:&lt;br /&gt;
* Bit 12 is set in the ResourceMgrTask&#039;s flags (indicating a problem with a resource load{{check}})&amp;lt;ref&amp;gt;0x710120C5E4&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;An&#039;&#039; overlay arena&#039;s heap free size percentage is &#039;&#039;less than&#039;&#039; its configured minimum percentage.&amp;lt;ref&amp;gt;0x71011FCDE4&amp;lt;/ref&amp;gt;&lt;br /&gt;
**The limit is 0% for the OverlayArena system itself, &amp;quot;Tera SZS work&amp;quot; (Tera decompressing buffer), Audio and [[StarterPackMgr]]. The default is 0% too.&lt;br /&gt;
**The limit is 5% for the &amp;quot;ForResourceS&amp;quot; (small) and &amp;quot;ForResourceL&amp;quot; (large) heaps, which is where most resources are allocated from.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;[[PhysicsMemSys]]&#039;&#039;&#039;: Havok main heap is running out of memory (&#039;&#039;less than&#039;&#039; 5% free)&amp;lt;ref&amp;gt;0x7101216C08&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;[[PlacementMgr]]&#039;&#039;&#039;: Actor spawning heap is running out of memory (&#039;&#039;less than&#039;&#039; 5% free)&amp;lt;ref&amp;gt;0x7100D5DC40&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: ForResourceS heap is running out of memory&amp;lt;ref&amp;gt;0x71011FCFF8&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: ForResourceL heap is running out of memory&amp;lt;ref&amp;gt;0x71011FD000&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: Audio heap is running out of memory&amp;lt;ref&amp;gt;0x71011FD008&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;ResourceSystem/TextureHandleMgr&#039;&#039;&#039;: Last TextureHandleMgr::calc execution took more than 60 seconds{{check}}&amp;lt;ref&amp;gt;0x710120C670&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A panic moon causes enemies and other respawnable objects to respawn since it calls [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&amp;amp;params=1&amp;amp;entry=Demo011_0&amp;amp;node=Event3 Demo011_0] just like the regular blood moon code. The demo contains a call to [[AIDef:Action/EventOffWaitRevivalAction]] (OffWaitRevival), which appears to be what actually resets the revival flags.&lt;br /&gt;
&lt;br /&gt;
=== Panic blood moon inhibitors ===&lt;br /&gt;
Panic blood Moons can only occur if &#039;&#039;&#039;all&#039;&#039;&#039; of the following conditions are &#039;&#039;&#039;false&#039;&#039;&#039;&amp;lt;ref&amp;gt;Switch 1.5.0 0x71007ADFB0&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* the player is in a dungeon, AocField, GameTestField, GameTestField2, or any debug or dev map&lt;br /&gt;
* the Fade screen (loading screen) is opened&lt;br /&gt;
* some [[EventMgr]] check returns false{{check}}&lt;br /&gt;
* there is an active event&lt;br /&gt;
* the player actor does not exist&lt;br /&gt;
* the player is more than 0.5m away from his save position (game data flag: PlayerSavePos)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Blood_moon&amp;diff=11124</id>
		<title>Blood moon</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Blood_moon&amp;diff=11124"/>
		<updated>2022-05-25T21:04:09Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: clarify the fact that regular blood moons only exist for gameplay reasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Blood Moon&#039;&#039;&#039; is a game mechanic that ensures the world stays populated with enemies and weapons. Every time a blood moon occurs, enemies that have been defeated and overworld weapons that have been picked up by the player respawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular&#039;&#039; or &#039;&#039;scheduled blood moons&#039;&#039; (those that occur at midnight) only exist for gameplay reasons: contrary to popular belief, they do &#039;&#039;not&#039;&#039; act as a garbage collection or error repair mechanism.&lt;br /&gt;
&lt;br /&gt;
In some rare circumstances, blood moons are also used to reset internal state when some subsystems are running out of memory or become unresponsive. Such blood moons do not follow any regular schedule and are commonly referred to as &#039;&#039;panic blood moons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A common misconception is that blood moons help replenish system memory by resetting enemy kill flags. This is however total nonsense, because enemy kill flags are just GameData flags, and all GameData flags are loaded at bootup and stay in memory forever&amp;lt;ref&amp;gt;Even without any code reverse engineering, anyone who has an idea of what they are talking about knows that the game never loads [[Bootup.pack]] (which holds the GameData configuration) again after init so it cannot possibly be unloading flags. Not to mention that it&#039;d be ridiculously inefficient to unload and reload flags all the time.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Scheduled Blood Moons ==&lt;br /&gt;
{{link to article|link=Time}}&lt;br /&gt;
&lt;br /&gt;
Scheduled Blood Moons are based on a timer that starts running as soon as the &amp;quot;step out of Shrine of Resurrection&amp;quot; cutscene (Demo103_0) has finished. When the timer reaches 7 in-game days, the WM_BloodyDay flag is set. The next time it is midnight, assuming blood moons are not inhibited, the Blood Moon cutscene will trigger. For more details, read [[Time]] or [[WorldMgr]] (for even more technical details).&lt;br /&gt;
&lt;br /&gt;
== Panic Blood Moons ==&lt;br /&gt;
Panic Blood Moons occur when the game is running out of memory&amp;lt;ref&amp;gt;Debug play reports refer to the event as a &amp;quot;BloodyMoon ForMemory&amp;quot; at 0x71007A95B4 (Switch 1.5.0)&amp;lt;/ref&amp;gt; or when some tasks are taking too much time.&lt;br /&gt;
&lt;br /&gt;
Contrary to a widespread theory, they are not used as a generic error handler or a fallback for &amp;quot;unhandled events&amp;quot;. Panic blood moons can only occur in specific cases.&lt;br /&gt;
&lt;br /&gt;
Panic conditions are checked every frame by [[GameScene#precalc]], which also keeps track of the panic reason in an unsigned 32-bit integer so that memory issues can be reported to Nintendo via the [[telemetry]] system.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Panic Blood Moon reasons&lt;br /&gt;
! Bit !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &#039;&#039;&#039;[[Resource system]]&#039;&#039;&#039;&amp;lt;ref&amp;gt;0x7101213144&amp;lt;/ref&amp;gt;: at least one of the following is true:&lt;br /&gt;
* Bit 12 is set in the ResourceMgrTask&#039;s flags (indicating a problem with a resource load{{check}})&amp;lt;ref&amp;gt;0x710120C5E4&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;An&#039;&#039; overlay arena&#039;s heap free size percentage is &#039;&#039;less than&#039;&#039; its configured minimum percentage.&amp;lt;ref&amp;gt;0x71011FCDE4&amp;lt;/ref&amp;gt;&lt;br /&gt;
**The limit is 0% for the OverlayArena system itself, &amp;quot;Tera SZS work&amp;quot; (Tera decompressing buffer), Audio and [[StarterPackMgr]]. The default is 0% too.&lt;br /&gt;
**The limit is 5% for the &amp;quot;ForResourceS&amp;quot; (small) and &amp;quot;ForResourceL&amp;quot; (large) heaps, which is where most resources are allocated from.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;[[PhysicsMemSys]]&#039;&#039;&#039;: Havok main heap is running out of memory (&#039;&#039;less than&#039;&#039; 5% free)&amp;lt;ref&amp;gt;0x7101216C08&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;[[PlacementMgr]]&#039;&#039;&#039;: Actor spawning heap is running out of memory (&#039;&#039;less than&#039;&#039; 5% free)&amp;lt;ref&amp;gt;0x7100D5DC40&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: ForResourceS heap is running out of memory&amp;lt;ref&amp;gt;0x71011FCFF8&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: ForResourceL heap is running out of memory&amp;lt;ref&amp;gt;0x71011FD000&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;ResourceSystem/OverlayArena&#039;&#039;&#039;: Audio heap is running out of memory&amp;lt;ref&amp;gt;0x71011FD008&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;ResourceSystem/TextureHandleMgr&#039;&#039;&#039;: Last TextureHandleMgr::calc execution took more than 60 seconds{{check}}&amp;lt;ref&amp;gt;0x710120C670&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A panic moon causes enemies and other respawnable objects to respawn since it calls [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&amp;amp;params=1&amp;amp;entry=Demo011_0&amp;amp;node=Event3 Demo011_0] just like the regular blood moon code. The demo contains a call to [[AIDef:Action/EventOffWaitRevivalAction]] (OffWaitRevival), which appears to be what actually resets the revival flags.&lt;br /&gt;
&lt;br /&gt;
=== Panic blood moon inhibitors ===&lt;br /&gt;
Panic blood Moons can only occur if &#039;&#039;&#039;all&#039;&#039;&#039; of the following conditions are &#039;&#039;&#039;false&#039;&#039;&#039;&amp;lt;ref&amp;gt;Switch 1.5.0 0x71007ADFB0&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* the player is in a dungeon, AocField, GameTestField, GameTestField2, or any debug or dev map&lt;br /&gt;
* the Fade screen (loading screen) is opened&lt;br /&gt;
* some [[EventMgr]] check returns false{{check}}&lt;br /&gt;
* there is an active event&lt;br /&gt;
* the player actor does not exist&lt;br /&gt;
* the player is more than 0.5m away from his save position (game data flag: PlayerSavePos)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Actor_tag&amp;diff=11099</id>
		<title>Actor tag</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Actor_tag&amp;diff=11099"/>
		<updated>2022-02-05T00:29:39Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: fix stray reference tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;actor tag&#039;&#039;&#039; is an arbitrary string identifier that is used to group [[actor]]s, which can receive an arbitrary number of tags.&lt;br /&gt;
&lt;br /&gt;
Tags are specified in [[ActorLink]]. [[ActorInfo]] contains a copy of tag information (hashed) to speed up tag lookups in some cases. In general, tags are queried by the [[executable]] by CRC32 hash and not by name.&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;| Name !!style=&amp;quot;width: 45%&amp;quot;| Description !!style=&amp;quot;width: 35%&amp;quot;| List of actors&lt;br /&gt;
|-&lt;br /&gt;
| AcceptSilentKill || Allows Link to instantly kill the enemy via a stealth attack || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Assassin_Azito_Middle&lt;br /&gt;
* Enemy_Assassin_Azito_Middle_DLC2&lt;br /&gt;
* Enemy_Assassin_Junior&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_001&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_002&lt;br /&gt;
* Enemy_Assassin_Middle&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Shooter_Azito_Junior&lt;br /&gt;
* Enemy_Assassin_Shooter_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano}}&lt;br /&gt;
|-&lt;br /&gt;
| ActorSyncStyleSiteBoss || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_GanonBeast}}&lt;br /&gt;
|-&lt;br /&gt;
| AddMultiActionBufIfNoAssignment || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DemoVoiceEmitTag&lt;br /&gt;
* Dm_Npc_Gerdo_Hero&lt;br /&gt;
* Dm_Npc_Goron_Hero&lt;br /&gt;
* Dm_Npc_Hyrule_KingSoul&lt;br /&gt;
* Dm_Npc_Rito_Hero&lt;br /&gt;
* Dm_Npc_Zelda_Sibyl&lt;br /&gt;
* Dm_Npc_Zora_Hero&lt;br /&gt;
* EffectEmitter&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_GanonGhost&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* FldObj_FirstShrineBedWater_A_01&lt;br /&gt;
* Npc_ValleyVillage031&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWater_WeakPoint&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* WorldManagerControl}}&lt;br /&gt;
|-&lt;br /&gt;
| AffectBeastGanon || ?{{check}} Adds damage bonus to a bow, weapon, or shield against Ganon&#039;s forms&lt;br /&gt;
|| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* BrightArrow&lt;br /&gt;
* BrightArrowTP&lt;br /&gt;
* PlayerBeam&lt;br /&gt;
* Weapon_Sword_070}}&lt;br /&gt;
|-&lt;br /&gt;
| AirBaseLodParent || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_02&lt;br /&gt;
* Obj_BoardWood_Square_01&lt;br /&gt;
* Obj_BoardWood_Triangle_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AirOcta || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_AirOctarock}}&lt;br /&gt;
|-&lt;br /&gt;
| AllRadarActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_RupeeRabbit_A&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* FldObj_BoneWhale_A_01&lt;br /&gt;
* FldObj_BoneWhale_A_01_Far&lt;br /&gt;
* FldObj_BoneWhale_A_02&lt;br /&gt;
* FldObj_BoneWhale_A_02_Far&lt;br /&gt;
* FldObj_BoneWhale_A_03&lt;br /&gt;
* FldObj_BoneWhale_A_03_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_B_01&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01_Far&lt;br /&gt;
* FldObj_SearchStone_A_02&lt;br /&gt;
* FldObj_SearchStone_A_03&lt;br /&gt;
* FldObj_SearchStone_A_04&lt;br /&gt;
* GameRomHorseBone&lt;br /&gt;
* GameRomHorseBone_AllDay&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Npc_AncientDoctor&lt;br /&gt;
* Npc_MamonoShop&lt;br /&gt;
* TwnObj_FairySpring_A_01&lt;br /&gt;
* TwnObj_FairySpring_A_01_Far&lt;br /&gt;
* TwnObj_FairySpring_B_01&lt;br /&gt;
* TwnObj_FairySpring_B_01_Far&lt;br /&gt;
* TwnObj_FairySpring_C_01&lt;br /&gt;
* TwnObj_FairySpring_C_01_Far&lt;br /&gt;
* TwnObj_FairySpring_D_01&lt;br /&gt;
* TwnObj_FairySpring_D_01_Far&lt;br /&gt;
* TwnObj_FairySpring_E_01&lt;br /&gt;
* TwnObj_FairySpring_E_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerMemoryPicture_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AlwaysResetAtSystemReset || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GameRomHorseBone_AllDay}}&lt;br /&gt;
|-&lt;br /&gt;
| AlwaysTurnActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_HeartUtuwa_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboArmorItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboFitGround || Marks the item as something that should apper on the ground instead of in the air when an Amiibo is scanned || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* Barrel_100enemy}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboNoDrop2ndTouch || Marks the item as unable to appear the second time an Amiibo is scanned || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_024}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboNoDrop3rdTouch || Marks the item as unable to appear the third time an Amiibo is scanned || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_024}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboNoDropBeginning || Marks the item as unable to appear the first time an Amiibo is scanned || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboOnlyDropBeginning || Marks the item as only being able to drop the first time an Amiibo is scanned || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_051}}&lt;br /&gt;
|-&lt;br /&gt;
| AmiiboTreasure || Marks an item as capable of appearing in an Amiibo drop || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_201_Head&lt;br /&gt;
* Armor_201_Lower&lt;br /&gt;
* Armor_201_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_206_Head&lt;br /&gt;
* Armor_206_Lower&lt;br /&gt;
* Armor_206_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_211_Head&lt;br /&gt;
* Armor_211_Lower&lt;br /&gt;
* Armor_211_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_216_Head&lt;br /&gt;
* Armor_216_Lower&lt;br /&gt;
* Armor_216_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_220_Head_B&lt;br /&gt;
* Armor_221_Head&lt;br /&gt;
* Armor_221_Head_B&lt;br /&gt;
* Armor_222_Head&lt;br /&gt;
* Armor_222_Head_B&lt;br /&gt;
* Armor_223_Head&lt;br /&gt;
* Armor_223_Head_B&lt;br /&gt;
* Armor_224_Head&lt;br /&gt;
* Armor_224_Head_B&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_226_Head&lt;br /&gt;
* Armor_226_Lower&lt;br /&gt;
* Armor_226_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper&lt;br /&gt;
* Armor_231_Head&lt;br /&gt;
* Armor_231_Lower&lt;br /&gt;
* Armor_231_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper&lt;br /&gt;
* GameRomHorseReins_01&lt;br /&gt;
* GameRomHorseSaddle_01&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059}}&lt;br /&gt;
|-&lt;br /&gt;
| AncientGuardTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* ArrowRainChild&lt;br /&gt;
* BeamosBeam&lt;br /&gt;
* CurseGanonBeam&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* GaleArrow&lt;br /&gt;
* GanonBeam&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* GanonIronPile&lt;br /&gt;
* GanonNormalArrow&lt;br /&gt;
* GanonSpearForThrowing&lt;br /&gt;
* GanonThunder&lt;br /&gt;
* GanonTornado&lt;br /&gt;
* GuardianBeam&lt;br /&gt;
* GuardianBeam_RemainsWind&lt;br /&gt;
* GuardianMiniBeam&lt;br /&gt;
* GuardianMiniBeam_Junior&lt;br /&gt;
* GuardianMiniBeam_Middle&lt;br /&gt;
* GuardianMiniBeam_Senior&lt;br /&gt;
* GuardianMiniFinalBeam&lt;br /&gt;
* GuardianMiniFinalBeam_Junior&lt;br /&gt;
* GuardianMiniFinalBeam_Middle&lt;br /&gt;
* GuardianMiniFinalBeam_Senior&lt;br /&gt;
* GuardianMiniLineBeam&lt;br /&gt;
* GuardianMiniLineBeam_Junior&lt;br /&gt;
* GuardianMiniLineBeam_Middle&lt;br /&gt;
* GuardianMiniLineBeam_Senior&lt;br /&gt;
* LastBossThunder&lt;br /&gt;
* PriestBossThunder&lt;br /&gt;
* Priest_Boss_Beam&lt;br /&gt;
* Priest_Boss_IronBall&lt;br /&gt;
* SimpleBeam&lt;br /&gt;
* SiteBossGaleArrow&lt;br /&gt;
* SiteBossNormalArrow&lt;br /&gt;
* SiteBossReflectArrow&lt;br /&gt;
* SiteBossSpearForThrowing&lt;br /&gt;
* SiteBossSpearIceBullet&lt;br /&gt;
* SiteBossSwordIronPile&lt;br /&gt;
* SiteBossTornado}}&lt;br /&gt;
|-&lt;br /&gt;
| AncientWeapon || Ancient weapon. Causes the ancient attack multiplier (ArmorAncientAttackRate) or the Ancient Proficiency attack multiplier (ArmorCompAncientAttackRate) to be applied. Ancient Proficiency takes priority. || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* GuardianBeam&lt;br /&gt;
* GuardianBeam_RemainsWind&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_023}}&lt;br /&gt;
|-&lt;br /&gt;
| AnimalTypeBear || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AnimalTypeDomestic || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Cow_A&lt;br /&gt;
* Animal_Dog_A&lt;br /&gt;
* Animal_Dog_B&lt;br /&gt;
* Animal_Dog_C&lt;br /&gt;
* Animal_Donkey_B&lt;br /&gt;
* Animal_Donkey_C&lt;br /&gt;
* Animal_Goat_A&lt;br /&gt;
* Animal_Goat_B&lt;br /&gt;
* Animal_Horse_A&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* Animal_Sheep_A&lt;br /&gt;
* Animal_SunazarashiSP_A&lt;br /&gt;
* Animal_SunazarashiSP_B&lt;br /&gt;
* Animal_SunazarashiSP_C&lt;br /&gt;
* Animal_Sunazarashi_A&lt;br /&gt;
* Animal_Sunazarashi_B&lt;br /&gt;
* Animal_Sunazarashi_D_DLC2nd}}&lt;br /&gt;
|-&lt;br /&gt;
| AnimalTypeWolf || Marks the animal as a wolf || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AppendUniqueNameToEntryPointName || Append actor&#039;s UniqueName to event entry point name (e.g. RememberTag with an unique name of XXXXX -&amp;gt; Talk_XXXXX) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* ArmorProcessingEventTag&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* RememberTag}}&lt;br /&gt;
|-&lt;br /&gt;
| ApplyDeluxeGetDemo || [GetDemo] Use &amp;quot;Deluxe&amp;quot; (TP style &amp;quot;Small Item Get&amp;quot;) sound || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_036_Head&lt;br /&gt;
* Armor_036_Lower&lt;br /&gt;
* Armor_036_Upper&lt;br /&gt;
* Armor_037_Head&lt;br /&gt;
* Armor_037_Lower&lt;br /&gt;
* Armor_037_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_040_Head&lt;br /&gt;
* Armor_040_Lower&lt;br /&gt;
* Armor_040_Upper&lt;br /&gt;
* Armor_042_Head&lt;br /&gt;
* Armor_042_Lower&lt;br /&gt;
* Armor_042_Upper&lt;br /&gt;
* Armor_049_Lower&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_083_Head&lt;br /&gt;
* Armor_083_Lower&lt;br /&gt;
* Armor_083_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_087_Head&lt;br /&gt;
* Armor_087_Lower&lt;br /&gt;
* Armor_087_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_095_Head&lt;br /&gt;
* Armor_095_Lower&lt;br /&gt;
* Armor_095_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_099_Head&lt;br /&gt;
* Armor_099_Lower&lt;br /&gt;
* Armor_099_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_103_Head&lt;br /&gt;
* Armor_103_Lower&lt;br /&gt;
* Armor_103_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_111_Head&lt;br /&gt;
* Armor_111_Lower&lt;br /&gt;
* Armor_111_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_115_Head&lt;br /&gt;
* Armor_116_Upper&lt;br /&gt;
* Armor_117_Head&lt;br /&gt;
* Armor_118_Head&lt;br /&gt;
* Armor_119_Head&lt;br /&gt;
* Armor_120_Head&lt;br /&gt;
* Armor_121_Head&lt;br /&gt;
* Armor_122_Head&lt;br /&gt;
* Armor_123_Head&lt;br /&gt;
* Armor_124_Head&lt;br /&gt;
* Armor_125_Head&lt;br /&gt;
* Armor_126_Head&lt;br /&gt;
* Armor_127_Head&lt;br /&gt;
* Armor_128_Head&lt;br /&gt;
* Armor_129_Head&lt;br /&gt;
* Armor_130_Head&lt;br /&gt;
* Armor_131_Head&lt;br /&gt;
* Armor_132_Head&lt;br /&gt;
* Armor_133_Head&lt;br /&gt;
* Armor_134_Head&lt;br /&gt;
* Armor_135_Head&lt;br /&gt;
* Armor_136_Head&lt;br /&gt;
* Armor_137_Head&lt;br /&gt;
* Armor_138_Head&lt;br /&gt;
* Armor_139_Head&lt;br /&gt;
* Armor_140_Head&lt;br /&gt;
* Armor_140_Lower&lt;br /&gt;
* Armor_141_Lower&lt;br /&gt;
* Armor_148_Upper&lt;br /&gt;
* Armor_149_Upper&lt;br /&gt;
* Armor_150_Upper&lt;br /&gt;
* Armor_151_Upper&lt;br /&gt;
* Armor_152_Lower&lt;br /&gt;
* Armor_153_Lower&lt;br /&gt;
* Armor_154_Lower&lt;br /&gt;
* Armor_155_Lower&lt;br /&gt;
* Armor_156_Lower&lt;br /&gt;
* Armor_157_Lower&lt;br /&gt;
* Armor_158_Lower&lt;br /&gt;
* Armor_159_Lower&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_170_Upper&lt;br /&gt;
* Armor_171_Head&lt;br /&gt;
* Armor_171_Lower&lt;br /&gt;
* Armor_171_Upper&lt;br /&gt;
* Armor_172_Head&lt;br /&gt;
* Armor_173_Head&lt;br /&gt;
* Armor_174_Head&lt;br /&gt;
* Armor_174_Lower&lt;br /&gt;
* Armor_174_Upper&lt;br /&gt;
* Armor_175_Upper&lt;br /&gt;
* Armor_176_Head&lt;br /&gt;
* Armor_177_Head&lt;br /&gt;
* Armor_178_Head&lt;br /&gt;
* Armor_179_Head&lt;br /&gt;
* Armor_179_Lower&lt;br /&gt;
* Armor_179_Upper&lt;br /&gt;
* Armor_180_Head&lt;br /&gt;
* Armor_180_Lower&lt;br /&gt;
* Armor_180_Upper&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_185_Head&lt;br /&gt;
* Armor_185_Lower&lt;br /&gt;
* Armor_185_Upper&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_201_Head&lt;br /&gt;
* Armor_201_Lower&lt;br /&gt;
* Armor_201_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_206_Head&lt;br /&gt;
* Armor_206_Lower&lt;br /&gt;
* Armor_206_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_211_Head&lt;br /&gt;
* Armor_211_Lower&lt;br /&gt;
* Armor_211_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_216_Head&lt;br /&gt;
* Armor_216_Lower&lt;br /&gt;
* Armor_216_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_221_Head&lt;br /&gt;
* Armor_222_Head&lt;br /&gt;
* Armor_223_Head&lt;br /&gt;
* Armor_224_Head&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_226_Head&lt;br /&gt;
* Armor_226_Lower&lt;br /&gt;
* Armor_226_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper&lt;br /&gt;
* Armor_231_Head&lt;br /&gt;
* Armor_231_Lower&lt;br /&gt;
* Armor_231_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper&lt;br /&gt;
* GameRomHorseReins_10&lt;br /&gt;
* GameRomHorseSaddle_10&lt;br /&gt;
* Obj_Armor_115_Head&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_Maracas&lt;br /&gt;
* Obj_ProofBook&lt;br /&gt;
* Obj_ProofGiantKiller&lt;br /&gt;
* Obj_ProofGolemKiller&lt;br /&gt;
* Obj_ProofKorok&lt;br /&gt;
* Obj_ProofSandwormKiller&lt;br /&gt;
* Obj_SheikPadLv2&lt;br /&gt;
* PlayerStole2_Vagrant&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_080}}&lt;br /&gt;
|-&lt;br /&gt;
| ApplyHighGradeGetDemo || [GetDemo] Use &amp;quot;High Grade&amp;quot; (OoT/TP style &amp;quot;Item Get&amp;quot;) sound || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Get_TwnObj_DLC_MemorialPicture_A_01&lt;br /&gt;
* Obj_Album&lt;br /&gt;
* Obj_AmiiboItem&lt;br /&gt;
* Obj_Camera&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_DRStone_A_01&lt;br /&gt;
* Obj_DRStone_Get&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Obj_IceMaker&lt;br /&gt;
* Obj_Magnetglove&lt;br /&gt;
* Obj_Motorcycle&lt;br /&gt;
* Obj_PictureBook&lt;br /&gt;
* Obj_RemoteBomb&lt;br /&gt;
* Obj_RemoteBombBall&lt;br /&gt;
* Obj_RemoteBombBall2&lt;br /&gt;
* Obj_RemoteBombCube&lt;br /&gt;
* Obj_RemoteBombCube2&lt;br /&gt;
* Obj_RemoteBombLv2&lt;br /&gt;
* Obj_SheikSensor&lt;br /&gt;
* Obj_SheikSensorLv2&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* Obj_StopTimer&lt;br /&gt;
* Obj_StopTimerLv2&lt;br /&gt;
* Obj_WarpDLC&lt;br /&gt;
* PlayerStole2&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| ArmorDye || Dyeable armor || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_001_Head&lt;br /&gt;
* Armor_001_Head_B&lt;br /&gt;
* Armor_001_Lower&lt;br /&gt;
* Armor_001_Upper&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Head_B&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Head_B&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Head_B&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_008_Head&lt;br /&gt;
* Armor_008_Lower&lt;br /&gt;
* Armor_008_Upper&lt;br /&gt;
* Armor_009_Head&lt;br /&gt;
* Armor_009_Lower&lt;br /&gt;
* Armor_009_Upper&lt;br /&gt;
* Armor_011_Head&lt;br /&gt;
* Armor_011_Lower&lt;br /&gt;
* Armor_011_Upper&lt;br /&gt;
* Armor_012_Head&lt;br /&gt;
* Armor_012_Head_B&lt;br /&gt;
* Armor_012_Lower&lt;br /&gt;
* Armor_012_Upper&lt;br /&gt;
* Armor_014_Head&lt;br /&gt;
* Armor_014_Lower&lt;br /&gt;
* Armor_014_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Head_B&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_017_Head&lt;br /&gt;
* Armor_017_Lower&lt;br /&gt;
* Armor_017_Upper&lt;br /&gt;
* Armor_020_Head&lt;br /&gt;
* Armor_020_Lower&lt;br /&gt;
* Armor_020_Upper&lt;br /&gt;
* Armor_021_Head&lt;br /&gt;
* Armor_021_Lower&lt;br /&gt;
* Armor_021_Upper&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_036_Head&lt;br /&gt;
* Armor_036_Lower&lt;br /&gt;
* Armor_036_Upper&lt;br /&gt;
* Armor_037_Head&lt;br /&gt;
* Armor_037_Lower&lt;br /&gt;
* Armor_037_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_040_Head&lt;br /&gt;
* Armor_040_Lower&lt;br /&gt;
* Armor_040_Upper&lt;br /&gt;
* Armor_042_Head&lt;br /&gt;
* Armor_042_Head_B&lt;br /&gt;
* Armor_042_Lower&lt;br /&gt;
* Armor_042_Upper&lt;br /&gt;
* Armor_043_Lower&lt;br /&gt;
* Armor_043_Upper&lt;br /&gt;
* Armor_044_Upper&lt;br /&gt;
* Armor_046_Head&lt;br /&gt;
* Armor_046_Lower&lt;br /&gt;
* Armor_046_Upper&lt;br /&gt;
* Armor_048_Head&lt;br /&gt;
* Armor_048_Lower&lt;br /&gt;
* Armor_048_Upper&lt;br /&gt;
* Armor_049_Lower&lt;br /&gt;
* Armor_053_Head&lt;br /&gt;
* Armor_053_Lower&lt;br /&gt;
* Armor_053_Upper&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Head_B&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Head_B&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Head_B&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_083_Head&lt;br /&gt;
* Armor_083_Lower&lt;br /&gt;
* Armor_083_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_087_Head&lt;br /&gt;
* Armor_087_Lower&lt;br /&gt;
* Armor_087_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_095_Head&lt;br /&gt;
* Armor_095_Lower&lt;br /&gt;
* Armor_095_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_099_Head&lt;br /&gt;
* Armor_099_Lower&lt;br /&gt;
* Armor_099_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_103_Head&lt;br /&gt;
* Armor_103_Lower&lt;br /&gt;
* Armor_103_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_111_Head&lt;br /&gt;
* Armor_111_Lower&lt;br /&gt;
* Armor_111_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_141_Lower&lt;br /&gt;
* Armor_152_Lower&lt;br /&gt;
* Armor_153_Lower&lt;br /&gt;
* Armor_154_Lower&lt;br /&gt;
* Armor_155_Lower&lt;br /&gt;
* Armor_156_Lower&lt;br /&gt;
* Armor_157_Lower&lt;br /&gt;
* Armor_158_Lower&lt;br /&gt;
* Armor_159_Lower&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Mannequin_007_Head&lt;br /&gt;
* Mannequin_007_Lower&lt;br /&gt;
* Mannequin_007_Upper}}&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || Marks the actor as an arrow || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* BrightArrow&lt;br /&gt;
* BrightArrowTP&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* IceArrow&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow&lt;br /&gt;
* Weapon_Arrow_020}}&lt;br /&gt;
|-&lt;br /&gt;
| AttackedNPC || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_Attacked_001&lt;br /&gt;
* Npc_Attacked_002&lt;br /&gt;
* Npc_Attacked_003&lt;br /&gt;
* Npc_Attacked_004&lt;br /&gt;
* Npc_Attacked_005&lt;br /&gt;
* Npc_Attacked_006&lt;br /&gt;
* Npc_Attacked_007&lt;br /&gt;
* Npc_Attacked_008&lt;br /&gt;
* Npc_Attacked_009&lt;br /&gt;
* Npc_Attacked_010&lt;br /&gt;
* Npc_Attacked_011&lt;br /&gt;
* Npc_Attacked_012}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoCliffMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Plant_O}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoCliffMaterialSet || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FX_CliffWhiteWaterFall_01&lt;br /&gt;
* FldObj_AkkareCliffVillageBase_A_01&lt;br /&gt;
* FldObj_AkkareCliffVillageBase_A_01_Far&lt;br /&gt;
* FldObj_BridgeRockWhite_A_01&lt;br /&gt;
* FldObj_BridgeRockWhite_A_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_01&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_02&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_02&lt;br /&gt;
* FldObj_CliffAkkare_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_05&lt;br /&gt;
* FldObj_CliffAkkare_A_05_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_06&lt;br /&gt;
* FldObj_CliffAkkare_A_06_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_07&lt;br /&gt;
* FldObj_CliffAkkare_A_07_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_08&lt;br /&gt;
* FldObj_CliffAkkare_A_08_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_10&lt;br /&gt;
* FldObj_CliffAkkare_A_10_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_11&lt;br /&gt;
* FldObj_CliffAkkare_A_11_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_12&lt;br /&gt;
* FldObj_CliffAkkare_A_12_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_01&lt;br /&gt;
* FldObj_CliffAkkare_B_01_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_02&lt;br /&gt;
* FldObj_CliffAkkare_B_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_03&lt;br /&gt;
* FldObj_CliffAkkare_B_03_Far&lt;br /&gt;
* FldObj_CliffCheeseRock_A_01&lt;br /&gt;
* FldObj_CliffCheeseRock_A_01_Far&lt;br /&gt;
* FldObj_CliffCheeseWall_A_01&lt;br /&gt;
* FldObj_CliffCheeseWall_A_01_Far&lt;br /&gt;
* FldObj_CliffCheeseWall_A_02&lt;br /&gt;
* FldObj_CliffDeathMt_B_16&lt;br /&gt;
* FldObj_CliffDeathMt_B_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_01&lt;br /&gt;
* FldObj_CliffDeathMt_C_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_04&lt;br /&gt;
* FldObj_CliffDeathMt_C_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_05&lt;br /&gt;
* FldObj_CliffDeathMt_C_05_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_08&lt;br /&gt;
* FldObj_CliffDeathMt_C_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_09&lt;br /&gt;
* FldObj_CliffDeathMt_C_09_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_12&lt;br /&gt;
* FldObj_CliffDeathMt_C_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_13&lt;br /&gt;
* FldObj_CliffDeathMt_C_13_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_04&lt;br /&gt;
* FldObj_CliffDeathMt_D_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_06&lt;br /&gt;
* FldObj_CliffDeathMt_D_06_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_07&lt;br /&gt;
* FldObj_CliffDeathMt_D_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_08&lt;br /&gt;
* FldObj_CliffDeathMt_D_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_10&lt;br /&gt;
* FldObj_CliffDeathMt_D_10_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_11&lt;br /&gt;
* FldObj_CliffDeathMt_D_11_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_14&lt;br /&gt;
* FldObj_CliffDeathMt_D_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_15&lt;br /&gt;
* FldObj_CliffDeathMt_D_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_16&lt;br /&gt;
* FldObj_CliffDeathMt_D_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_18&lt;br /&gt;
* FldObj_CliffDeathMt_D_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_19&lt;br /&gt;
* FldObj_CliffDeathMt_D_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_21&lt;br /&gt;
* FldObj_CliffDeathMt_D_21_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_22&lt;br /&gt;
* FldObj_CliffDeathMt_D_22_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_24&lt;br /&gt;
* FldObj_CliffDeathMt_D_24_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_26&lt;br /&gt;
* FldObj_CliffDeathMt_D_26_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_27&lt;br /&gt;
* FldObj_CliffDeathMt_D_27_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_01&lt;br /&gt;
* FldObj_CliffDeathMt_E_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_07&lt;br /&gt;
* FldObj_CliffDeathMt_E_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_12&lt;br /&gt;
* FldObj_CliffDeathMt_E_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_14&lt;br /&gt;
* FldObj_CliffDeathMt_E_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_15&lt;br /&gt;
* FldObj_CliffDeathMt_E_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_18&lt;br /&gt;
* FldObj_CliffDeathMt_E_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_01&lt;br /&gt;
* FldObj_CliffDeathMt_F_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_02&lt;br /&gt;
* FldObj_CliffDeathMt_F_02_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_03&lt;br /&gt;
* FldObj_CliffDeathMt_F_03_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_04&lt;br /&gt;
* FldObj_CliffDeathMt_F_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_01&lt;br /&gt;
* FldObj_CliffGashamahi_A_01_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_02&lt;br /&gt;
* FldObj_CliffGashamahi_A_03&lt;br /&gt;
* FldObj_CliffGashamahi_A_03_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_04&lt;br /&gt;
* FldObj_CliffGashamahi_A_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_05&lt;br /&gt;
* FldObj_CliffGashamahi_A_06&lt;br /&gt;
* FldObj_CliffGashamahi_A_06_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_07&lt;br /&gt;
* FldObj_CliffGashamahi_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_01&lt;br /&gt;
* FldObj_CliffGrayParts_A_04&lt;br /&gt;
* FldObj_CliffGrayParts_A_04_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_05&lt;br /&gt;
* FldObj_CliffGrayParts_A_05_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_06&lt;br /&gt;
* FldObj_CliffGrayParts_A_06_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_07&lt;br /&gt;
* FldObj_CliffGrayParts_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_08&lt;br /&gt;
* FldObj_CliffGrayParts_A_08_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_10&lt;br /&gt;
* FldObj_CliffGrayParts_A_10_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_11&lt;br /&gt;
* FldObj_CliffGrayParts_A_11_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_12&lt;br /&gt;
* FldObj_CliffGrayParts_A_12_Far&lt;br /&gt;
* FldObj_CliffLakeHylia_A_02&lt;br /&gt;
* FldObj_CliffLakeHylia_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_01&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_02&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_03&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_04&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_01&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_02&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_03&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_04&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_05&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_06&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_07&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_08&lt;br /&gt;
* FldObj_CliffOrangeTop_A_01&lt;br /&gt;
* FldObj_CliffOrangeTop_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeTop_A_02&lt;br /&gt;
* FldObj_CliffOrangeWall_A_01&lt;br /&gt;
* FldObj_CliffOrangeWall_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_02&lt;br /&gt;
* FldObj_CliffOrangeWall_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_03&lt;br /&gt;
* FldObj_CliffOrangeWall_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_05&lt;br /&gt;
* FldObj_CliffOrangeWall_A_05_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_07&lt;br /&gt;
* FldObj_CliffOrangeWall_A_07_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_15&lt;br /&gt;
* FldObj_CliffOrangeWall_A_15_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_19&lt;br /&gt;
* FldObj_CliffOrangeWall_A_19_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_25&lt;br /&gt;
* FldObj_CliffOrangeWall_A_25_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_33&lt;br /&gt;
* FldObj_CliffOrangeWall_A_33_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_34&lt;br /&gt;
* FldObj_CliffOrangeWall_A_34_Far&lt;br /&gt;
* FldObj_CliffOrange_A_01&lt;br /&gt;
* FldObj_CliffOrange_A_01_Far&lt;br /&gt;
* FldObj_CliffOrange_A_02&lt;br /&gt;
* FldObj_CliffOrange_A_02_Far&lt;br /&gt;
* FldObj_CliffOrange_A_03&lt;br /&gt;
* FldObj_CliffOrange_A_03_Far&lt;br /&gt;
* FldObj_CliffOrange_A_07&lt;br /&gt;
* FldObj_CliffOrange_A_07_Far&lt;br /&gt;
* FldObj_CliffSaw_A_01&lt;br /&gt;
* FldObj_CliffSaw_A_01_Far&lt;br /&gt;
* FldObj_CliffSheikerWaterFall_A_01&lt;br /&gt;
* FldObj_CliffSheikerWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_B_02&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_B_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_01&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_02&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_03&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_01&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowTopHalf_D_01&lt;br /&gt;
* FldObj_CliffSnowTopHalf_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowTop_D_01&lt;br /&gt;
* FldObj_CliffSnowTop_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_01&lt;br /&gt;
* FldObj_CliffSnowWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_02&lt;br /&gt;
* FldObj_CliffSnowWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_03&lt;br /&gt;
* FldObj_CliffSnowWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_05&lt;br /&gt;
* FldObj_CliffSnowWall_D_05_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_06&lt;br /&gt;
* FldObj_CliffSnowWall_D_06_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_07&lt;br /&gt;
* FldObj_CliffSnowWall_D_07_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_08&lt;br /&gt;
* FldObj_CliffSnowWall_D_08_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_09&lt;br /&gt;
* FldObj_CliffSnowWall_D_09_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_10&lt;br /&gt;
* FldObj_CliffSnowWall_D_10_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_11&lt;br /&gt;
* FldObj_CliffSnowWall_D_11_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_14&lt;br /&gt;
* FldObj_CliffSnowWall_D_14_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_15&lt;br /&gt;
* FldObj_CliffSnowWall_D_15_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_16&lt;br /&gt;
* FldObj_CliffSnowWall_D_16_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_17&lt;br /&gt;
* FldObj_CliffSnowWall_D_17_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_18&lt;br /&gt;
* FldObj_CliffSnowWall_D_18_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_19&lt;br /&gt;
* FldObj_CliffSnowWall_D_19_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_20&lt;br /&gt;
* FldObj_CliffSnowWall_D_22&lt;br /&gt;
* FldObj_CliffSnowWall_D_22_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_27&lt;br /&gt;
* FldObj_CliffSnowWall_D_27_Far&lt;br /&gt;
* FldObj_CliffSnow_B_01&lt;br /&gt;
* FldObj_CliffSnow_B_01_Far&lt;br /&gt;
* FldObj_CliffTropicsCave_A_01&lt;br /&gt;
* FldObj_CliffTropicsCave_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_01&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_02&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_03&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_M_01&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_01&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_02&lt;br /&gt;
* FldObj_CliffTropicsWall_A_01&lt;br /&gt;
* FldObj_CliffTropicsWall_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_02&lt;br /&gt;
* FldObj_CliffTropicsWall_A_02_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_03&lt;br /&gt;
* FldObj_CliffTropicsWall_A_03_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_04&lt;br /&gt;
* FldObj_CliffTropicsWall_A_04_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_05&lt;br /&gt;
* FldObj_CliffTropicsWall_A_05_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_06&lt;br /&gt;
* FldObj_CliffTropicsWall_A_06_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_07&lt;br /&gt;
* FldObj_CliffTropicsWall_A_07_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_08&lt;br /&gt;
* FldObj_CliffTropicsWall_A_08_Far&lt;br /&gt;
* FldObj_CliffTropicsWaterFall_A_01&lt;br /&gt;
* FldObj_CliffTropicsWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_01&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_02&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_03&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_04&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_05&lt;br /&gt;
* FldObj_CliffWhiteCave_A_01&lt;br /&gt;
* FldObj_CliffWhiteCave_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_02&lt;br /&gt;
* FldObj_CliffWhiteCave_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_03&lt;br /&gt;
* FldObj_CliffWhiteCave_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_01&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_03&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_04&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_02&lt;br /&gt;
* FldObj_CliffWhiteHill_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_03&lt;br /&gt;
* FldObj_CliffWhiteHill_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteLakeHylia_A_01&lt;br /&gt;
* FldObj_CliffWhiteLakeHylia_A_02&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_01&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_02&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_03&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_C_L_01&lt;br /&gt;
* FldObj_CliffWhiteMountainHole_A_01&lt;br /&gt;
* FldObj_CliffWhiteMountainHole_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteMountain_A_02&lt;br /&gt;
* FldObj_CliffWhiteMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_01&lt;br /&gt;
* FldObj_CliffWhiteParts_A_02&lt;br /&gt;
* FldObj_CliffWhiteParts_A_03&lt;br /&gt;
* FldObj_CliffWhiteParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_04&lt;br /&gt;
* FldObj_CliffWhiteParts_A_05&lt;br /&gt;
* FldObj_CliffWhiteParts_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_06&lt;br /&gt;
* FldObj_CliffWhiteParts_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteRockSet_B_01&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_01&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_02&lt;br /&gt;
* FldObj_CliffWhiteSet_A_01&lt;br /&gt;
* FldObj_CliffWhiteSet_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTilt_A_01&lt;br /&gt;
* FldObj_CliffWhiteTilt_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTop_A_01&lt;br /&gt;
* FldObj_CliffWhiteTop_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_01&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_02&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWallCurve_A_01&lt;br /&gt;
* FldObj_CliffWhiteWallCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_01&lt;br /&gt;
* FldObj_CliffWhiteWall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_02&lt;br /&gt;
* FldObj_CliffWhiteWall_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_03&lt;br /&gt;
* FldObj_CliffWhiteWall_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_04&lt;br /&gt;
* FldObj_CliffWhiteWall_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_05&lt;br /&gt;
* FldObj_CliffWhiteWall_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_06&lt;br /&gt;
* FldObj_CliffWhiteWall_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_07&lt;br /&gt;
* FldObj_CliffWhiteWall_A_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_08&lt;br /&gt;
* FldObj_CliffWhiteWall_A_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_01&lt;br /&gt;
* FldObj_CliffWhiteWall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_03&lt;br /&gt;
* FldObj_CliffWhiteWall_B_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_06&lt;br /&gt;
* FldObj_CliffWhiteWall_B_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_07&lt;br /&gt;
* FldObj_CliffWhiteWall_B_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_08&lt;br /&gt;
* FldObj_CliffWhiteWall_B_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_09&lt;br /&gt;
* FldObj_CliffWhiteWall_B_09_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_10&lt;br /&gt;
* FldObj_CliffWhiteWall_B_10_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_12&lt;br /&gt;
* FldObj_CliffWhiteWall_B_12_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_13&lt;br /&gt;
* FldObj_CliffWhiteWall_B_13_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_14&lt;br /&gt;
* FldObj_CliffWhiteWall_B_14_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_15&lt;br /&gt;
* FldObj_CliffWhiteWall_B_15_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_16&lt;br /&gt;
* FldObj_CliffWhiteWall_C_01&lt;br /&gt;
* FldObj_CliffWhiteWall_C_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_02&lt;br /&gt;
* FldObj_CliffWhiteWall_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_03&lt;br /&gt;
* FldObj_CliffWhiteWall_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_04&lt;br /&gt;
* FldObj_CliffWhiteWall_C_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_01&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_02&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_B_01&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_01&lt;br /&gt;
* FldObj_CliffWhite_A_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_03&lt;br /&gt;
* FldObj_CliffWhite_A_03_Far&lt;br /&gt;
* FldObj_CliffWhite_A_04&lt;br /&gt;
* FldObj_CliffWhite_A_04_Far&lt;br /&gt;
* FldObj_CliffWhite_A_05&lt;br /&gt;
* FldObj_CliffWhite_A_05_Far&lt;br /&gt;
* FldObj_CliffWhite_A_S_01&lt;br /&gt;
* FldObj_CliffWhite_A_S_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_S_02&lt;br /&gt;
* FldObj_CliffWhite_A_S_03&lt;br /&gt;
* FldObj_CliffWhite_B_01&lt;br /&gt;
* FldObj_CliffWhite_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_B_08&lt;br /&gt;
* FldObj_CliffWhite_B_08_Far&lt;br /&gt;
* FldObj_CliffWhite_B_10&lt;br /&gt;
* FldObj_CliffWhite_B_10_Far&lt;br /&gt;
* FldObj_CliffWhite_B_11&lt;br /&gt;
* FldObj_CliffWhite_C_01&lt;br /&gt;
* FldObj_CliffWhite_C_01_Far&lt;br /&gt;
* FldObj_CliffWhite_C_02&lt;br /&gt;
* FldObj_CliffWhite_C_02_Far&lt;br /&gt;
* FldObj_CliffWhite_C_03&lt;br /&gt;
* FldObj_CliffWhite_C_03_Far&lt;br /&gt;
* FldObj_CliffWhite_C_04&lt;br /&gt;
* FldObj_CliffWhite_C_04_Far&lt;br /&gt;
* FldObj_CliffWhite_C_05&lt;br /&gt;
* FldObj_CliffWhite_C_05_Far&lt;br /&gt;
* FldObj_CliffWhite_C_06&lt;br /&gt;
* FldObj_CliffWhite_C_06_Far&lt;br /&gt;
* FldObj_CliffWhite_C_07&lt;br /&gt;
* FldObj_CliffWhite_C_07_Far&lt;br /&gt;
* FldObj_CliffWhite_C_08&lt;br /&gt;
* FldObj_CliffWhite_C_08_Far&lt;br /&gt;
* FldObj_CliffYellowCurve_A_01&lt;br /&gt;
* FldObj_CliffYellowCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHead_A_01&lt;br /&gt;
* FldObj_CliffYellowHead_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHole_A_01&lt;br /&gt;
* FldObj_CliffYellowHole_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowRock_A_01&lt;br /&gt;
* FldObj_CliffYellowRock_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowTunnel_A_01&lt;br /&gt;
* FldObj_CliffYellowTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_01&lt;br /&gt;
* FldObj_CliffYellowWall_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_02&lt;br /&gt;
* FldObj_CliffYellowWall_A_02_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_03&lt;br /&gt;
* FldObj_CliffYellowWall_A_03_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_04&lt;br /&gt;
* FldObj_CliffYellowWall_A_04_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_05&lt;br /&gt;
* FldObj_CliffYellowWall_A_05_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_06&lt;br /&gt;
* FldObj_CliffYellowWall_A_06_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_07&lt;br /&gt;
* FldObj_CliffYellowWall_A_07_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_08&lt;br /&gt;
* FldObj_CliffYellowWall_A_08_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_09&lt;br /&gt;
* FldObj_CliffYellowWall_A_09_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_10&lt;br /&gt;
* FldObj_CliffYellowWall_A_10_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_11&lt;br /&gt;
* FldObj_CliffYellowWall_A_11_Far&lt;br /&gt;
* FldObj_CliffZoraGround_A_01&lt;br /&gt;
* FldObj_CliffZoraGround_A_02&lt;br /&gt;
* FldObj_CliffZoraHole_A_01&lt;br /&gt;
* FldObj_CliffZoraHole_A_02&lt;br /&gt;
* FldObj_CliffZoraHole_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraScaffold_A_01&lt;br /&gt;
* FldObj_CliffZoraWall_A_01&lt;br /&gt;
* FldObj_CliffZoraWall_A_01_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_02&lt;br /&gt;
* FldObj_CliffZoraWall_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_03&lt;br /&gt;
* FldObj_CliffZoraWall_A_03_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_04&lt;br /&gt;
* FldObj_CliffZoraWall_A_04_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_05&lt;br /&gt;
* FldObj_CliffZoraWall_A_05_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_06&lt;br /&gt;
* FldObj_CliffZoraWall_A_06_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_07&lt;br /&gt;
* FldObj_CliffZoraWall_A_07_Far&lt;br /&gt;
* FldObj_CliffZora_A_01&lt;br /&gt;
* FldObj_CliffZora_A_01_Far&lt;br /&gt;
* FldObj_CliffZora_A_02&lt;br /&gt;
* FldObj_CliffZora_A_02_Far&lt;br /&gt;
* FldObj_CliffZora_A_03&lt;br /&gt;
* FldObj_CliffZora_A_04&lt;br /&gt;
* FldObj_CliffZora_A_04_Far&lt;br /&gt;
* FldObj_CliffZora_A_05&lt;br /&gt;
* FldObj_CliffZora_A_05_Far&lt;br /&gt;
* FldObj_CliffZora_A_06&lt;br /&gt;
* FldObj_CliffZora_A_06_Far&lt;br /&gt;
* FldObj_DeathMtGutsWall_A_01&lt;br /&gt;
* FldObj_DeathMtGutsWall_A_01_Far&lt;br /&gt;
* FldObj_FarthestIsland_A_01&lt;br /&gt;
* FldObj_FarthestIsland_A_01_Far&lt;br /&gt;
* FldObj_FirstBigCliff_A_01&lt;br /&gt;
* FldObj_FirstBigCliff_A_01_Far&lt;br /&gt;
* FldObj_FirstBigCliff_A_02&lt;br /&gt;
* FldObj_FirstBigCliff_A_02_Far&lt;br /&gt;
* FldObj_FissureValleyEye_A_01&lt;br /&gt;
* FldObj_FissureValleyEye_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_03&lt;br /&gt;
* FldObj_FissureValleyPillar_A_03_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_04&lt;br /&gt;
* FldObj_FissureValleyPillar_A_04_Far&lt;br /&gt;
* FldObj_FissureValleyPond_A_01&lt;br /&gt;
* FldObj_FissureValleyPond_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyRockSet_A_01&lt;br /&gt;
* FldObj_FissureValleyRock_A_01&lt;br /&gt;
* FldObj_FissureValleyRock_A_02&lt;br /&gt;
* FldObj_FissureValleyRock_A_02_Far&lt;br /&gt;
* FldObj_FissureValleyWall_A_01&lt;br /&gt;
* FldObj_FissureValleyWall_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyWall_A_02&lt;br /&gt;
* FldObj_FissureValley_A_01&lt;br /&gt;
* FldObj_FissureValley_A_01_Far&lt;br /&gt;
* FldObj_FissureValley_A_02&lt;br /&gt;
* FldObj_FissureValley_A_02_Far&lt;br /&gt;
* FldObj_FissureValley_A_03&lt;br /&gt;
* FldObj_FissureValley_A_03_Far&lt;br /&gt;
* FldObj_FissureValley_A_04&lt;br /&gt;
* FldObj_FissureValley_A_04_Far&lt;br /&gt;
* FldObj_FissureValley_A_06&lt;br /&gt;
* FldObj_FissureValley_A_06_Far&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01_Far&lt;br /&gt;
* FldObj_GerudoCavePillar_A_01&lt;br /&gt;
* FldObj_GerudoCavePillar_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_01&lt;br /&gt;
* FldObj_GerudoCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_02&lt;br /&gt;
* FldObj_GerudoCave_A_02_Far&lt;br /&gt;
* FldObj_GerudoCave_A_03&lt;br /&gt;
* FldObj_GerudoCave_A_03_Far&lt;br /&gt;
* FldObj_GerudoCave_A_04&lt;br /&gt;
* FldObj_GerudoCave_A_04_Far&lt;br /&gt;
* FldObj_GerudoCave_A_05&lt;br /&gt;
* FldObj_GerudoCave_A_05_Far&lt;br /&gt;
* FldObj_GerudoCave_A_07&lt;br /&gt;
* FldObj_GerudoCave_A_07_Far&lt;br /&gt;
* FldObj_GerudoCave_C_01&lt;br /&gt;
* FldObj_GerudoDesertRock_A_01&lt;br /&gt;
* FldObj_GerudoDesertRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_04&lt;br /&gt;
* FldObj_GerudoDesertRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_06&lt;br /&gt;
* FldObj_GerudoDesertRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_01&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_02&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_03&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_04&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_05&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_05_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_06&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_07&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_07_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_08&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_08_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_10&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_10_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_11&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_11_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_12&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_12_Far&lt;br /&gt;
* FldObj_GerudoHighlandRockCave_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRockCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_05&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_06&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_07&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_04&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_05&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_06&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_01&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_02&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_03&lt;br /&gt;
* FldObj_GerudoStonepitRock_A_01&lt;br /&gt;
* FldObj_GerudoStonepitRock_A_02&lt;br /&gt;
* FldObj_GerudoStonepitRock_A_04&lt;br /&gt;
* FldObj_GerudoStonepit_A_01&lt;br /&gt;
* FldObj_GerudoStonepit_A_01_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_02&lt;br /&gt;
* FldObj_GerudoStonepit_A_02_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_03&lt;br /&gt;
* FldObj_GerudoStonepit_A_04&lt;br /&gt;
* FldObj_GerudoStonepit_A_05&lt;br /&gt;
* FldObj_MountainFutagoLumpRock_A_01&lt;br /&gt;
* FldObj_MountainFutagoLumpRock_A_02&lt;br /&gt;
* FldObj_MountainFutagoScaffold_A_01&lt;br /&gt;
* FldObj_MountainFutagoScaffold_A_01_Far&lt;br /&gt;
* FldObj_MountainFutagoWall_A_01&lt;br /&gt;
* FldObj_MountainFutagoWall_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_01&lt;br /&gt;
* FldObj_MountainFutago_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_02&lt;br /&gt;
* FldObj_MountainFutago_A_02_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_01&lt;br /&gt;
* FldObj_MountainLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_03&lt;br /&gt;
* FldObj_MountainLakeHylia_A_03_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_04&lt;br /&gt;
* FldObj_MountainLakeHylia_A_04_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_05&lt;br /&gt;
* FldObj_MountainLakeHylia_A_05_Far&lt;br /&gt;
* FldObj_MountainLanayruWall_A_01&lt;br /&gt;
* FldObj_MountainLanayruWall_A_01_Far&lt;br /&gt;
* FldObj_MountainSheikerScaffold_A_01&lt;br /&gt;
* FldObj_MountainSheikerWall_A_01&lt;br /&gt;
* FldObj_MountainSheikerWall_A_01_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_03&lt;br /&gt;
* FldObj_MountainSheikerWall_A_03_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_04&lt;br /&gt;
* FldObj_MountainSheikerWall_A_04_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_05&lt;br /&gt;
* FldObj_MountainSheikerWall_A_05_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_06&lt;br /&gt;
* FldObj_MountainSheikerWall_A_06_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_07&lt;br /&gt;
* FldObj_MountainSheikerWall_A_07_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_08&lt;br /&gt;
* FldObj_MountainSheikerWall_A_08_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_01&lt;br /&gt;
* FldObj_MountainSheiker_A_01_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_02&lt;br /&gt;
* FldObj_MountainSheiker_A_02_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_03&lt;br /&gt;
* FldObj_MountainSheiker_A_03_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_04&lt;br /&gt;
* FldObj_MountainSheiker_A_04_Far&lt;br /&gt;
* FldObj_RockBeachLump_A_L_01&lt;br /&gt;
* FldObj_RockBeachWall_A_01&lt;br /&gt;
* FldObj_RockBeachWall_A_01_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_02&lt;br /&gt;
* FldObj_RockBeachWall_A_02_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_03&lt;br /&gt;
* FldObj_RockBeachWall_A_04&lt;br /&gt;
* FldObj_RockBeachWall_A_04_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_05&lt;br /&gt;
* FldObj_RockBeachWall_A_05_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_06&lt;br /&gt;
* FldObj_RockBeachWall_A_06_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_07&lt;br /&gt;
* FldObj_RockBeachWall_A_07_Far&lt;br /&gt;
* FldObj_RockBeach_A_L_01&lt;br /&gt;
* FldObj_RockBeach_A_L_01_Far&lt;br /&gt;
* FldObj_RockDislocation_A_01&lt;br /&gt;
* FldObj_RockDislocation_A_01_Far&lt;br /&gt;
* FldObj_RockDislocation_A_02&lt;br /&gt;
* FldObj_RockDislocation_A_02_Far&lt;br /&gt;
* FldObj_RockDislocation_A_03&lt;br /&gt;
* FldObj_RockDislocation_A_04&lt;br /&gt;
* FldObj_RockDislocation_A_05&lt;br /&gt;
* FldObj_RockDislocation_A_05_Far&lt;br /&gt;
* FldObj_RockDislocation_A_06&lt;br /&gt;
* FldObj_RockDislocation_A_06_Far&lt;br /&gt;
* FldObj_RockDislocation_B_01&lt;br /&gt;
* FldObj_RockDislocation_B_01_Far&lt;br /&gt;
* FldObj_RockDislocation_B_02&lt;br /&gt;
* FldObj_RockDislocation_B_02_Far&lt;br /&gt;
* FldObj_RockDislocation_B_05&lt;br /&gt;
* FldObj_RockDislocation_B_05_Far&lt;br /&gt;
* FldObj_RockDislocation_B_06&lt;br /&gt;
* FldObj_RockDislocation_B_06_Far&lt;br /&gt;
* FldObj_RockDislocation_D_01&lt;br /&gt;
* FldObj_RockDislocation_D_01_Far&lt;br /&gt;
* FldObj_RockDislocation_D_02&lt;br /&gt;
* FldObj_RockDislocation_D_02_Far&lt;br /&gt;
* FldObj_RockDislocation_D_03&lt;br /&gt;
* FldObj_RockDislocation_D_03_Far&lt;br /&gt;
* FldObj_RockDislocation_D_04&lt;br /&gt;
* FldObj_RockDislocation_D_04_Far&lt;br /&gt;
* FldObj_RockDislocation_D_05&lt;br /&gt;
* FldObj_RockDislocation_D_05_Far&lt;br /&gt;
* FldObj_RockDislocation_D_06&lt;br /&gt;
* FldObj_RockDislocation_D_06_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_03&lt;br /&gt;
* FldObj_RockOrangeBridgeBase_A_01&lt;br /&gt;
* FldObj_RockOrangeBridgeBase_A_01_Far&lt;br /&gt;
* FldObj_RockOrangeBridge_A_01&lt;br /&gt;
* FldObj_RockOrangeBridge_A_01_Far&lt;br /&gt;
* FldObj_RockOrangeCave_A_01&lt;br /&gt;
* FldObj_RockOrangePillar_A_02&lt;br /&gt;
* FldObj_RockOrangePillar_A_02_Far&lt;br /&gt;
* FldObj_RockOrangeStone_A_01&lt;br /&gt;
* FldObj_RockOrangeStone_A_01_Demo&lt;br /&gt;
* FldObj_RockOrange_A_L_01&lt;br /&gt;
* FldObj_RockOrange_A_L_01_Far&lt;br /&gt;
* FldObj_RockOrange_A_L_02&lt;br /&gt;
* FldObj_RockOrange_A_L_02_Far&lt;br /&gt;
* FldObj_RockOrange_A_M_01&lt;br /&gt;
* FldObj_RockOrange_A_M_02&lt;br /&gt;
* FldObj_RockOrange_A_M_06&lt;br /&gt;
* FldObj_RockOrange_A_M_06_Far&lt;br /&gt;
* FldObj_RockOrange_A_S_01&lt;br /&gt;
* FldObj_RockOrange_A_S_02&lt;br /&gt;
* FldObj_RockOrange_A_S_03&lt;br /&gt;
* FldObj_RockSheiker_A_L_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_02&lt;br /&gt;
* FldObj_RockZoraCliffBridge_A_01&lt;br /&gt;
* FldObj_RockZoraCliffBridge_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_01&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_02&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_03&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_05&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_05_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_06&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_06_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_07&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_07_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_08&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_08_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_09&lt;br /&gt;
* FldObj_RockZoraCliff_A_01&lt;br /&gt;
* FldObj_RockZoraCliff_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_02&lt;br /&gt;
* FldObj_RockZoraCliff_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_03&lt;br /&gt;
* FldObj_RockZoraCliff_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_04&lt;br /&gt;
* FldObj_RockZoraCliff_A_04_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_11&lt;br /&gt;
* FldObj_RockZoraCliff_A_11_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_12&lt;br /&gt;
* FldObj_RockZoraCliff_A_12_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_13&lt;br /&gt;
* FldObj_RockZoraCliff_A_13_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_14&lt;br /&gt;
* FldObj_RockZoraCliff_A_14_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_15&lt;br /&gt;
* FldObj_RockZoraCliff_A_15_Far&lt;br /&gt;
* FldObj_RockZoraCliff_B_01&lt;br /&gt;
* FldObj_RockZoraCliff_B_01_Far&lt;br /&gt;
* FldObj_RockZoraCliff_B_02&lt;br /&gt;
* FldObj_RockZoraCliff_B_03&lt;br /&gt;
* FldObj_RockZoraLump_A_01&lt;br /&gt;
* FldObj_RockZoraLump_A_02&lt;br /&gt;
* FldObj_RockZoraLump_A_02_Far&lt;br /&gt;
* FldObj_SoilRockSheiker_A_L_01&lt;br /&gt;
* FldObj_SoilRockSheiker_A_M_01&lt;br /&gt;
* FldObj_SoilRockZoraVent_A_01&lt;br /&gt;
* FldObj_SoilRockZoraVent_A_01_Far&lt;br /&gt;
* FldObj_SoilRockZora_A_L_01&lt;br /&gt;
* FldObj_SoilRockZora_A_M_01&lt;br /&gt;
* FldObj_SouthCape_A_01&lt;br /&gt;
* FldObj_SouthCape_A_01_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_02&lt;br /&gt;
* Obj_IcicleMountain_A_L_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_03&lt;br /&gt;
* Obj_IcicleMountain_A_L_03_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_01&lt;br /&gt;
* Obj_RockDeathMt_D_L_01_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_03&lt;br /&gt;
* Obj_RockDeathMt_D_L_03_Far&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_Cave_01&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_01&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_01_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_02&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_LL_01&lt;br /&gt;
* Obj_RockLayerMoss_B_LL_02&lt;br /&gt;
* Obj_RockLayerMoss_B_L_02&lt;br /&gt;
* Obj_RockSetSnow_A_05&lt;br /&gt;
* Obj_RockSetWhite_B_L_02&lt;br /&gt;
* Obj_RockSetWhite_B_M_01&lt;br /&gt;
* Obj_RockSetWhite_B_M_02&lt;br /&gt;
* Obj_RockSetYellow_A_L_01&lt;br /&gt;
* Obj_RockSetYellow_A_L_01_Far&lt;br /&gt;
* Obj_RockSetYellow_A_L_02&lt;br /&gt;
* Obj_RockSetYellow_A_L_03&lt;br /&gt;
* Obj_RockSetYellow_A_L_04&lt;br /&gt;
* Obj_RockSetYellow_A_L_05&lt;br /&gt;
* Obj_RockWhite_B_L_01&lt;br /&gt;
* Obj_RockWhite_B_L_02&lt;br /&gt;
* Obj_RockWhite_B_L_03&lt;br /&gt;
* Obj_RockWhite_B_M_01&lt;br /&gt;
* Obj_RockWhite_B_M_02&lt;br /&gt;
* Obj_RockWhite_B_M_03&lt;br /&gt;
* Obj_RockYellow_A_L_04&lt;br /&gt;
* Obj_RockYellow_A_L_04_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoCreateFarActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BowlPin_2_Far&lt;br /&gt;
* Bros_Rock_01_Far&lt;br /&gt;
* Bros_Rock_02_Far&lt;br /&gt;
* Bros_Rock_03_Far&lt;br /&gt;
* Bros_Rock_04_Far&lt;br /&gt;
* Bros_Rock_05_Far&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_DungeonEntrance_A_01_Far&lt;br /&gt;
* FldObj_AkkareCave_A_01_Far&lt;br /&gt;
* FldObj_AkkareCliffVillageBase_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortBridge_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortBridge_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_03_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_04_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_05_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_06_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_08_Far&lt;br /&gt;
* FldObj_AkkareFortStairs_A_02_Far&lt;br /&gt;
* FldObj_AkkareFort_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_A_02_Far&lt;br /&gt;
* FldObj_AkkareFort_Gate_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_Table_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_Wall_A_02_Far&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_01_Far&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_02_Far&lt;br /&gt;
* FldObj_AncientLake_A_01_Far&lt;br /&gt;
* FldObj_AncientLake_A_02_Far&lt;br /&gt;
* FldObj_AncientReactorCoverAkkare_A_01_Far&lt;br /&gt;
* FldObj_AncientReactorCoverHateru_A_01_Far&lt;br /&gt;
* FldObj_AncientStoneTower_A_01_Far&lt;br /&gt;
* FldObj_AncientStoneTower_A_02_Far&lt;br /&gt;
* FldObj_BokoFortress_A_01_Far&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_01_Far&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_02_Far&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_03_Far&lt;br /&gt;
* FldObj_BoneWhale_A_01_Far&lt;br /&gt;
* FldObj_BoneWhale_A_02_Far&lt;br /&gt;
* FldObj_BoneWhale_A_03_Far&lt;br /&gt;
* FldObj_BridgeAkkare_A_01_Far&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01_Far&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02_Far&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_01_Far&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_02_Far&lt;br /&gt;
* FldObj_BridgeHyruleStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeLog_A_01_Far&lt;br /&gt;
* FldObj_BridgeNorthWest_A_01_Far&lt;br /&gt;
* FldObj_BridgeRockWhite_A_01_Far&lt;br /&gt;
* FldObj_BridgeSheikerOutskirts_A_01_Far&lt;br /&gt;
* FldObj_BridgeSouthFalls_A_01_Far&lt;br /&gt;
* FldObj_BridgeStoneSeaSide_A_01_Far&lt;br /&gt;
* FldObj_BridgeStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodAndStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_02_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_02_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_05_Far&lt;br /&gt;
* FldObj_BridgeWoodLattice_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodThin_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodWest_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStonePillar_B_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStone_A_01_Far&lt;br /&gt;
* FldObj_BuildingZoraWallStone_A_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_05_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_06_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_07_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_08_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_10_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_11_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_12_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_01_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_03_Far&lt;br /&gt;
* FldObj_CliffCheeseRock_A_01_Far&lt;br /&gt;
* FldObj_CliffCheeseStone_A_02_Far&lt;br /&gt;
* FldObj_CliffCheeseWall_A_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_B_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_05_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_09_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_13_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_06_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_10_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_11_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_21_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_22_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_24_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_26_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_27_Far&lt;br /&gt;
* FldObj_CliffDeathMt_END_D_27_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_02_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_03_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_01_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_03_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_06_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_04_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_05_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_06_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_08_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_10_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_11_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_12_Far&lt;br /&gt;
* FldObj_CliffHorseGod_A_01_Far&lt;br /&gt;
* FldObj_CliffLakeHylia_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeTop_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_15_Far&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_33_Far&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_34_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_05_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_07_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_15_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_19_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_25_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_33_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_34_Far&lt;br /&gt;
* FldObj_CliffOrange_A_01_Far&lt;br /&gt;
* FldObj_CliffOrange_A_02_Far&lt;br /&gt;
* FldObj_CliffOrange_A_03_Far&lt;br /&gt;
* FldObj_CliffOrange_A_07_Far&lt;br /&gt;
* FldObj_CliffRedRock_Cave_A_Far&lt;br /&gt;
* FldObj_CliffSaw_A_01_Far&lt;br /&gt;
* FldObj_CliffSheikerWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_B_02_Far&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_END_B_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_END_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowTopHalf_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowTop_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_05_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_06_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_07_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_08_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_09_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_10_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_11_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_14_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_15_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_16_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_17_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_18_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_19_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_22_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_23_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_25_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_27_Far&lt;br /&gt;
* FldObj_CliffSnow_B_01_Far&lt;br /&gt;
* FldObj_CliffTropicsCave_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsWallParts_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_02_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_03_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_04_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_05_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_06_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_07_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_08_Far&lt;br /&gt;
* FldObj_CliffTropicsWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteMountainHole_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteSet_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTilt_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTop_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWallCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_09_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_10_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_12_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_13_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_14_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_15_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_03_Far&lt;br /&gt;
* FldObj_CliffWhite_A_04_Far&lt;br /&gt;
* FldObj_CliffWhite_A_05_Far&lt;br /&gt;
* FldObj_CliffWhite_A_S_01_Far&lt;br /&gt;
* FldObj_CliffWhite_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_B_08_Far&lt;br /&gt;
* FldObj_CliffWhite_B_10_Far&lt;br /&gt;
* FldObj_CliffWhite_C_01_Far&lt;br /&gt;
* FldObj_CliffWhite_C_02_Far&lt;br /&gt;
* FldObj_CliffWhite_C_03_Far&lt;br /&gt;
* FldObj_CliffWhite_C_04_Far&lt;br /&gt;
* FldObj_CliffWhite_C_05_Far&lt;br /&gt;
* FldObj_CliffWhite_C_06_Far&lt;br /&gt;
* FldObj_CliffWhite_C_07_Far&lt;br /&gt;
* FldObj_CliffWhite_C_08_Far&lt;br /&gt;
* FldObj_CliffYellowCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHead_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHole_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowRock_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_02_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_03_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_04_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_05_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_06_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_07_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_08_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_09_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_10_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_11_Far&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_04_Far&lt;br /&gt;
* FldObj_CliffZoraHole_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_01_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_03_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_04_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_05_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_06_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_07_Far&lt;br /&gt;
* FldObj_CliffZora_A_01_Far&lt;br /&gt;
* FldObj_CliffZora_A_02_Far&lt;br /&gt;
* FldObj_CliffZora_A_04_Far&lt;br /&gt;
* FldObj_CliffZora_A_05_Far&lt;br /&gt;
* FldObj_CliffZora_A_06_Far&lt;br /&gt;
* FldObj_DeathMountain_BaseUnder_Far&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_02_Far&lt;br /&gt;
* FldObj_DeathMtArtifactGate_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactPickaxeStatue_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactPillar_A_01_Far&lt;br /&gt;
* FldObj_DeathMtGutsWall_A_01_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_03_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_04_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_05_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_06_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_08_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_B_03_Far&lt;br /&gt;
* FldObj_DesertRuinPillar_A_01_Far&lt;br /&gt;
* FldObj_DesertRuinPillar_A_02_Far&lt;br /&gt;
* FldObj_DesertRuinWall_A_01_Far&lt;br /&gt;
* FldObj_DesertRuin_A_02_Far&lt;br /&gt;
* FldObj_DesertRuin_A_03_Far&lt;br /&gt;
* FldObj_DesertRuin_A_05_Far&lt;br /&gt;
* FldObj_DesertRuin_A_07_Far&lt;br /&gt;
* FldObj_DesertRuin_A_08_Far&lt;br /&gt;
* FldObj_DesertRuin_A_09_Far&lt;br /&gt;
* FldObj_DesertRuin_A_10_Far&lt;br /&gt;
* FldObj_DesertRuin_A_11_Far&lt;br /&gt;
* FldObj_DesertRuin_A_12_Far&lt;br /&gt;
* FldObj_DesertRuin_A_13_Far&lt;br /&gt;
* FldObj_DesertRuin_A_14_Far&lt;br /&gt;
* FldObj_EnemyBaseBanana_L_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseBanana_S_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_02_Far&lt;br /&gt;
* FldObj_EnemyBaseRiverside_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseRock_A_01_Far&lt;br /&gt;
* FldObj_FarGroundMountain_A_01_Far&lt;br /&gt;
* FldObj_FarthestIsland_A_01_Far&lt;br /&gt;
* FldObj_FirstBigCliff_A_01_Far&lt;br /&gt;
* FldObj_FirstBigCliff_A_02_Far&lt;br /&gt;
* FldObj_FirstBigFall_A_01_Far&lt;br /&gt;
* FldObj_FirstBrokenBridge_A_01_Far&lt;br /&gt;
* FldObj_FirstCurve_A_01_Far&lt;br /&gt;
* FldObj_FirstEdge_A_01_Far&lt;br /&gt;
* FldObj_FirstGateSnowEntrance_A_01_Far&lt;br /&gt;
* FldObj_FirstPlateauSouthPlatform_A_01_Far&lt;br /&gt;
* FldObj_FirstPond_A_01_Far&lt;br /&gt;
* FldObj_FirstShrineCover_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyEye_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_03_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_04_Far&lt;br /&gt;
* FldObj_FissureValleyPond_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyRock_A_02_Far&lt;br /&gt;
* FldObj_FissureValleyWall_A_01_Far&lt;br /&gt;
* FldObj_FissureValley_A_01_Far&lt;br /&gt;
* FldObj_FissureValley_A_02_Far&lt;br /&gt;
* FldObj_FissureValley_A_03_Far&lt;br /&gt;
* FldObj_FissureValley_A_04_Far&lt;br /&gt;
* FldObj_FissureValley_A_06_Far&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01_Far&lt;br /&gt;
* FldObj_GateGerudoDesert_A_01_Far&lt;br /&gt;
* FldObj_GateGerudoDesert_A_02_Far&lt;br /&gt;
* FldObj_GatewayDestroyed_A_01_Far&lt;br /&gt;
* FldObj_GerudoBase_A_01_Far&lt;br /&gt;
* FldObj_GerudoBase_A_02_Far&lt;br /&gt;
* FldObj_GerudoBase_A_03_Far&lt;br /&gt;
* FldObj_GerudoBase_A_04_Far&lt;br /&gt;
* FldObj_GerudoCavePillar_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_02_Far&lt;br /&gt;
* FldObj_GerudoCave_A_03_Far&lt;br /&gt;
* FldObj_GerudoCave_A_04_Far&lt;br /&gt;
* FldObj_GerudoCave_A_05_Far&lt;br /&gt;
* FldObj_GerudoCave_A_07_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_07_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_21_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_22_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_05_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_07_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_08_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_10_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_11_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_12_Far&lt;br /&gt;
* FldObj_GerudoHighlandRockCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_B_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_01_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_01_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_02_Far&lt;br /&gt;
* FldObj_HighwayHyliaWall_A_02_Far&lt;br /&gt;
* FldObj_HighwayHylia_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_04_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_Top_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_04_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_05_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_06_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_07_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_08_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_05_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_06_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_07_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_08_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_09_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_11_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_04_Far&lt;br /&gt;
* FldObj_HugeMazeRoof_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeRoof_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_04_Far&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_01_Far&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTowerBase_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01_Far&lt;br /&gt;
* FldObj_LavaPlane_A_01_Far&lt;br /&gt;
* FldObj_LavaPlane_A_02_Far&lt;br /&gt;
* FldObj_LavaPlane_A_03_Far&lt;br /&gt;
* FldObj_LavaPlane_A_04_Far&lt;br /&gt;
* FldObj_LavaPlane_A_05_Far&lt;br /&gt;
* FldObj_LavaPlane_A_07_Far&lt;br /&gt;
* FldObj_LookOutForlorn_A_01_Far&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01_Far&lt;br /&gt;
* FldObj_Mound_A_02_Far&lt;br /&gt;
* FldObj_MountainFutagoScaffold_A_01_Far&lt;br /&gt;
* FldObj_MountainFutagoWall_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_02_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_03_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_04_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_05_Far&lt;br /&gt;
* FldObj_MountainLanayruWall_A_01_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_01_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_02_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_03_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_01_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_03_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_04_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_05_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_06_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_07_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_08_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_01_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_02_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_03_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_04_Far&lt;br /&gt;
* FldObj_MountainSnowTunnel_A_01_Far&lt;br /&gt;
* FldObj_MountainSnow_A_M_02_Far&lt;br /&gt;
* FldObj_MountainSnow_A_M_04_Far&lt;br /&gt;
* FldObj_OblivionValleyFloor_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyPartition_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyPillar_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_A_02_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_B_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02_Far&lt;br /&gt;
* FldObj_PlayerChapel_A_01_Far&lt;br /&gt;
* FldObj_PlayerChapel_B_01_Far&lt;br /&gt;
* FldObj_PlayerChapel_C_01_Far&lt;br /&gt;
* FldObj_RanchRuin_Silo_A_01_Far&lt;br /&gt;
* FldObj_RiverEdge_A_01_Far&lt;br /&gt;
* FldObj_RiverEdge_A_02_Far&lt;br /&gt;
* FldObj_RiverEdge_A_03_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_01_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_02_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_04_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_05_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_06_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_07_Far&lt;br /&gt;
* FldObj_RockBeach_A_L_01_Far&lt;br /&gt;
* FldObj_RockBeach_A_M_01_Far&lt;br /&gt;
* FldObj_RockBeach_A_S_01_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_01_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_02_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_03_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_04_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_05_Far&lt;br /&gt;
* FldObj_RockDislocation_A_01_Far&lt;br /&gt;
* FldObj_RockDislocation_A_02_Far&lt;br /&gt;
* FldObj_RockDislocation_A_05_Far&lt;br /&gt;
* FldObj_RockDislocation_A_06_Far&lt;br /&gt;
* FldObj_RockDislocation_B_01_Far&lt;br /&gt;
* FldObj_RockDislocation_B_02_Far&lt;br /&gt;
* FldObj_RockDislocation_B_05_Far&lt;br /&gt;
* FldObj_RockDislocation_B_06_Far&lt;br /&gt;
* FldObj_RockDislocation_D_01_Far&lt;br /&gt;
* FldObj_RockDislocation_D_02_Far&lt;br /&gt;
* FldObj_RockDislocation_D_03_Far&lt;br /&gt;
* FldObj_RockDislocation_D_04_Far&lt;br /&gt;
* FldObj_RockDislocation_D_05_Far&lt;br /&gt;
* FldObj_RockDislocation_D_06_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_C_01_Far&lt;br /&gt;
* FldObj_RockOrangeBridgeBase_A_01_Far&lt;br /&gt;
* FldObj_RockOrangeBridge_A_01_Far&lt;br /&gt;
* FldObj_RockOrangePillar_A_02_Far&lt;br /&gt;
* FldObj_RockOrange_A_L_01_Far&lt;br /&gt;
* FldObj_RockOrange_A_L_02_Far&lt;br /&gt;
* FldObj_RockOrange_A_M_06_Far&lt;br /&gt;
* FldObj_RockZoraCliffBridge_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_05_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_06_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_07_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_08_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_04_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_11_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_12_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_13_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_14_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_15_Far&lt;br /&gt;
* FldObj_RockZoraCliff_B_01_Far&lt;br /&gt;
* FldObj_RockZoraLump_A_02_Far&lt;br /&gt;
* FldObj_RockZoraSet_A_05_Far&lt;br /&gt;
* FldObj_RuinStatueDragon_A_05_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_02_Far&lt;br /&gt;
* FldObj_RuinStatueKnight_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_03_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_13_Far&lt;br /&gt;
* FldObj_ScaffoldWood_A_01_Far&lt;br /&gt;
* FldObj_ScaffoldWood_B_01_Far&lt;br /&gt;
* FldObj_ScaffoldWood_B_02_Far&lt;br /&gt;
* FldObj_SkullRockBone_A_01_Far&lt;br /&gt;
* FldObj_SkullRockBroken_A_01_Far&lt;br /&gt;
* FldObj_SkullRockBroken_A_02_Far&lt;br /&gt;
* FldObj_SkullRockMoss_Moss_A_01_Far&lt;br /&gt;
* FldObj_SkullRockSand_A_01_Far&lt;br /&gt;
* FldObj_SkullRockSnow_A_01_Far&lt;br /&gt;
* FldObj_SkullRock_A_01_Far&lt;br /&gt;
* FldObj_SnowBallDoor_A_03_Far&lt;br /&gt;
* FldObj_SnowBallGate_A_01_Far&lt;br /&gt;
* FldObj_SnowScaffoldWood_B_01_Far&lt;br /&gt;
* FldObj_SoilRockZoraVent_A_01_Far&lt;br /&gt;
* FldObj_SouthCape_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_05_Far&lt;br /&gt;
* FldObj_SpiderMountainFountain_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainGate_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_05_Far&lt;br /&gt;
* FldObj_StageWoodHebura_A_01_Far&lt;br /&gt;
* FldObj_StartGate_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_01_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_02_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_03_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_04_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_03_Far&lt;br /&gt;
* FldObj_WallBokoFortress_A_01_Far&lt;br /&gt;
* FldObj_WallBokoFortress_A_02_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_01_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_02_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_03_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_01_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_02_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_03_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_04_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_05_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_07_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_01_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_02_Far&lt;br /&gt;
* FldObj_WaterFallHateru_A_01_Far&lt;br /&gt;
* FldObj_WaterFallHyrulePrairie_A_01_Far&lt;br /&gt;
* FldObj_WaterFallKakariko_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_03_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_03_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_04_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_05_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_01_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_03_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_04_Far&lt;br /&gt;
* FldObj_Windmill_A_01_Far&lt;br /&gt;
* FldObj_Windmill_A_02_Far&lt;br /&gt;
* FldObj_WorldEnd_A_03_Far&lt;br /&gt;
* MergedGrudge_B-3_0&lt;br /&gt;
* MergedGrudge_B-3_1&lt;br /&gt;
* MergedGrudge_B-3_2&lt;br /&gt;
* MergedGrudge_B-4_0&lt;br /&gt;
* MergedGrudge_B-4_1&lt;br /&gt;
* MergedGrudge_B-4_2&lt;br /&gt;
* MergedGrudge_D-6_0&lt;br /&gt;
* MergedGrudge_D-8_0&lt;br /&gt;
* MergedGrudge_E-1_1&lt;br /&gt;
* MergedGrudge_E-4_0-BB&lt;br /&gt;
* MergedGrudge_E-4_0-BB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-BC&lt;br /&gt;
* MergedGrudge_E-4_0-BC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CA&lt;br /&gt;
* MergedGrudge_E-4_0-CA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CB&lt;br /&gt;
* MergedGrudge_E-4_0-CB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CC&lt;br /&gt;
* MergedGrudge_E-4_0-CC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DA&lt;br /&gt;
* MergedGrudge_E-4_0-DA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DB&lt;br /&gt;
* MergedGrudge_E-4_0-DB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DC&lt;br /&gt;
* MergedGrudge_E-4_0-DC_Far&lt;br /&gt;
* MergedGrudge_E-4_1&lt;br /&gt;
* MergedGrudge_E-4_10&lt;br /&gt;
* MergedGrudge_E-4_11&lt;br /&gt;
* MergedGrudge_E-4_12&lt;br /&gt;
* MergedGrudge_E-4_13&lt;br /&gt;
* MergedGrudge_E-4_14&lt;br /&gt;
* MergedGrudge_E-4_15&lt;br /&gt;
* MergedGrudge_E-4_16&lt;br /&gt;
* MergedGrudge_E-4_17&lt;br /&gt;
* MergedGrudge_E-4_18&lt;br /&gt;
* MergedGrudge_E-4_19&lt;br /&gt;
* MergedGrudge_E-4_2&lt;br /&gt;
* MergedGrudge_E-4_20&lt;br /&gt;
* MergedGrudge_E-4_3&lt;br /&gt;
* MergedGrudge_E-4_4&lt;br /&gt;
* MergedGrudge_E-4_5&lt;br /&gt;
* MergedGrudge_E-4_6&lt;br /&gt;
* MergedGrudge_E-4_7&lt;br /&gt;
* MergedGrudge_E-4_8&lt;br /&gt;
* MergedGrudge_E-4_9&lt;br /&gt;
* MergedGrudge_F-4_0&lt;br /&gt;
* MergedGrudge_F-5_0&lt;br /&gt;
* MergedGrudge_I-3_0&lt;br /&gt;
* MergedGrudge_I-3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_0&lt;br /&gt;
* MergedGrudge_RemainsElectric_0_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_1_3&lt;br /&gt;
* MergedGrudge_RemainsElectric_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_4&lt;br /&gt;
* MergedGrudge_RemainsElectric_5&lt;br /&gt;
* MergedGrudge_RemainsElectric_6&lt;br /&gt;
* MergedGrudge_RemainsElectric_7&lt;br /&gt;
* MergedGrudge_RemainsElectric_8&lt;br /&gt;
* MergedGrudge_RemainsElectric_9_4&lt;br /&gt;
* MergedGrudge_RemainsFire_10_0&lt;br /&gt;
* MergedGrudge_RemainsFire_1_0&lt;br /&gt;
* MergedGrudge_RemainsFire_2_0&lt;br /&gt;
* MergedGrudge_RemainsFire_3_0&lt;br /&gt;
* MergedGrudge_RemainsFire_4_0&lt;br /&gt;
* MergedGrudge_RemainsFire_5_0&lt;br /&gt;
* MergedGrudge_RemainsFire_6_0&lt;br /&gt;
* MergedGrudge_RemainsFire_7_0&lt;br /&gt;
* MergedGrudge_RemainsFire_8_0&lt;br /&gt;
* MergedGrudge_RemainsFire_9_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0_1&lt;br /&gt;
* MergedGrudge_RemainsWater_0_2&lt;br /&gt;
* MergedGrudge_RemainsWater_1_4&lt;br /&gt;
* MergedGrudge_RemainsWater_2&lt;br /&gt;
* MergedGrudge_RemainsWater_3&lt;br /&gt;
* MergedGrudge_RemainsWater_4&lt;br /&gt;
* MergedGrudge_RemainsWater_5_1&lt;br /&gt;
* MergedGrudge_RemainsWater_6&lt;br /&gt;
* MergedGrudge_RemainsWater_7&lt;br /&gt;
* MergedGrudge_RemainsWind_0&lt;br /&gt;
* MergedGrudge_RemainsWind_0_0&lt;br /&gt;
* MergedGrudge_RemainsWind_1_0&lt;br /&gt;
* MergedGrudge_RemainsWind_2_0&lt;br /&gt;
* MergedGrudge_RemainsWind_3_0&lt;br /&gt;
* MergedGrudge_RemainsWind_4&lt;br /&gt;
* MergedGrudge_RemainsWind_5_0&lt;br /&gt;
* MergedGrudge_RemainsWind_6_0&lt;br /&gt;
* MergedGrudge_RemainsWind_7_0&lt;br /&gt;
* MergedGrudge_RemainsWind_8&lt;br /&gt;
* MergedGrudge_RemainsWind_9_0&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_01_Far&lt;br /&gt;
* Obj_IcicleMountainCover_A_01_Far&lt;br /&gt;
* Obj_IcicleMountainCover_A_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_03_Far&lt;br /&gt;
* Obj_PodiumRock_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_01_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_03_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_06_Far&lt;br /&gt;
* Obj_RockLayerMossHole_A_01_Far&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_01_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_02_Far&lt;br /&gt;
* Obj_RockSetDeathMt_Crab_Far&lt;br /&gt;
* Obj_RockSetSnow_A_01_Far&lt;br /&gt;
* Obj_RockSetWhite_A_L_01_Far&lt;br /&gt;
* Obj_RockSetYellow_A_L_01_Far&lt;br /&gt;
* Obj_RockWhiteCover_A_L_01_Far&lt;br /&gt;
* Obj_RockYellow_A_L_04_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02_Far&lt;br /&gt;
* SeekerSimbol2_Far&lt;br /&gt;
* TwnObj_AncientCivilLaboParts_A_01_Far&lt;br /&gt;
* TwnObj_AncientCivilLabo_A_01_Far&lt;br /&gt;
* TwnObj_AncientCivilLabo_B_01_Far&lt;br /&gt;
* TwnObj_AncientReactor_A_01_Far&lt;br /&gt;
* TwnObj_ArtifactObservationPost_A_01_Far&lt;br /&gt;
* TwnObj_BraveHorsePark_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05_Far&lt;br /&gt;
* TwnObj_City_GerudoGround_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_02_Far&lt;br /&gt;
* TwnObj_City_GerudoLag_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_02_Far&lt;br /&gt;
* TwnObj_City_GerudoMayerHouse_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoOutsideRock_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_02_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_03_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_04_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_B_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_C_01_Far&lt;br /&gt;
* TwnObj_CommissionPlace_A_01_Far&lt;br /&gt;
* TwnObj_FairySpring_A_01_Far&lt;br /&gt;
* TwnObj_FairySpring_B_01_Far&lt;br /&gt;
* TwnObj_FairySpring_C_01_Far&lt;br /&gt;
* TwnObj_FairySpring_D_01_Far&lt;br /&gt;
* TwnObj_FairySpring_E_01_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_01_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_02_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_03_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_04_Far&lt;br /&gt;
* TwnObj_Hermitage_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_SecondCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_ThirdCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCityBridge_A_01_Far&lt;br /&gt;
* TwnObj_RuinedTownBrokenBridge_A_01_Far&lt;br /&gt;
* TwnObj_SmallOasisHotel_A_01_Far&lt;br /&gt;
* TwnObj_SmallOasisTent_A_01_Far&lt;br /&gt;
* TwnObj_SmallOasisTent_A_02_Far&lt;br /&gt;
* TwnObj_StableHostelSnow_A_01_Far&lt;br /&gt;
* TwnObj_StableHostel_A_01_Far&lt;br /&gt;
* TwnObj_StoneBridge_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_03_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_04_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStairStep_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStair_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_03_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_04_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_04_Far&lt;br /&gt;
* TwnObj_Village_FishingBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingCrowsNest_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_L_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_02_Far&lt;br /&gt;
* TwnObj_Village_FishingMayerHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingRock_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingRock_A_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoBarn_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoChickenShed_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoChurch_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_04_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoKitchen_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_04_Far&lt;br /&gt;
* TwnObj_Village_HatenoPharmacy_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoRock_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoRock_A_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoRock_A_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouse_A_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouse_A_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoTailor_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoWoodBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_IchikaraGate_A_01_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_03_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_05_Far&lt;br /&gt;
* TwnObj_Village_IchikaraSpring_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_C_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_D_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_C_01_Far&lt;br /&gt;
* TwnObj_Village_RitoGate_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHotel_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_02_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_04_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_05_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_06_Far&lt;br /&gt;
* TwnObj_Village_RitoMayorHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoPharmacy_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_D_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_F_01_Far&lt;br /&gt;
* TwnObj_Village_RitoTailor_A_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_02_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_03_Far&lt;br /&gt;
* TwnObj_Village_ZoraBailey_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_B_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_C_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_D_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_E_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_F_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_03_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraHotel_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_03_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraShop_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraStatue_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_03_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01_Far&lt;br /&gt;
* TwnObj_WoodenFrameworkBridge_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenAroundMightyTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_O}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenAroundShrub || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenExcludePlain || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenExcludeShade || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenExcludeWaterFront || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenFlat || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenFlatAndTurf || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenFlatSurface || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* PlantPalmMini_A_S}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenForbiddenHeavySlope || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenForest || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenGrassAndTurfEdge || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenGrassLong || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenGrassShort || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenGrove || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitExcludeGrit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_PampasGrass_A_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitExcludeShade || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitExcludeSnow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_WaterFrogbit_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitGrassLong || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitGrassShort || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitShade || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitSnow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenLimitTurf || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* PlantPalmMini_A_S}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenObjectEdgeAdd || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenObjectEdgeMulti || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenOrnamentalFlower || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_M_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_S_01&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenPlain || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenReplaceSet || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenSand || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_G}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenShade || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenTurf || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterDistanceAndDeadwoordNeighbor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterDistanceBottom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterDistanceLand || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterFlow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterFlowNone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterFront || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWaterSurface || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_WaterFrogbit_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoGenWoodRoot || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoPlacementForbidCreate || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirWall&lt;br /&gt;
* AirWallHorse_HiddnKorok&lt;br /&gt;
* DgnObj_DLC_IbutsuExLift_A_01&lt;br /&gt;
* FldObj_BridgeWoodForest_A_01&lt;br /&gt;
* FldObj_BridgeWoodForest_B_01&lt;br /&gt;
* FldObj_CliffDeathMt_C_01&lt;br /&gt;
* FldObj_CliffDeathMt_C_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_04&lt;br /&gt;
* FldObj_CliffDeathMt_C_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_04&lt;br /&gt;
* FldObj_CliffDeathMt_D_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_19&lt;br /&gt;
* FldObj_CliffDeathMt_D_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_21&lt;br /&gt;
* FldObj_CliffDeathMt_D_21_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_22&lt;br /&gt;
* FldObj_CliffDeathMt_D_22_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_24&lt;br /&gt;
* FldObj_CliffDeathMt_D_24_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_26&lt;br /&gt;
* FldObj_CliffDeathMt_D_26_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_01&lt;br /&gt;
* FldObj_CliffDeathMt_F_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_02&lt;br /&gt;
* FldObj_CliffDeathMt_F_02_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_03&lt;br /&gt;
* FldObj_CliffDeathMt_F_03_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_04&lt;br /&gt;
* FldObj_CliffDeathMt_F_04_Far&lt;br /&gt;
* FldObj_CliffYellowHead_A_01&lt;br /&gt;
* FldObj_CliffYellowHead_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01_Far&lt;br /&gt;
* FldObj_DeathMountain_Base&lt;br /&gt;
* FldObj_FirstShrineBedWater_A_01&lt;br /&gt;
* FldObj_FirstShrineBed_A_01&lt;br /&gt;
* FldObj_FirstShrine_A_01&lt;br /&gt;
* FldObj_FirstShrine_A_02&lt;br /&gt;
* FldObj_HyliaBridgeGate_A_01&lt;br /&gt;
* FldObj_HyliaBridge_A_01&lt;br /&gt;
* FldObj_HyliaBridge_A_02&lt;br /&gt;
* FldObj_MountainSheiker_A_01&lt;br /&gt;
* FldObj_MountainSheiker_A_01_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_02&lt;br /&gt;
* FldObj_MountainSheiker_A_02_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_03&lt;br /&gt;
* FldObj_MountainSheiker_A_03_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_04&lt;br /&gt;
* FldObj_MountainSheiker_A_04_Far&lt;br /&gt;
* FldObj_RuinStonePavement_A_06&lt;br /&gt;
* FldObj_RuinStonePillar_A_01&lt;br /&gt;
* FldObj_RuinStonePillar_A_02&lt;br /&gt;
* FldObj_RuinStonePillar_A_03&lt;br /&gt;
* FldObj_RuinStonePillar_A_04&lt;br /&gt;
* FldObj_RuinStonePillar_A_05&lt;br /&gt;
* FldObj_RuinStonePillar_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_01&lt;br /&gt;
* FldObj_RuinStoneWall_A_02&lt;br /&gt;
* FldObj_RuinStoneWall_A_03&lt;br /&gt;
* FldObj_RuinStoneWall_A_03_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_04&lt;br /&gt;
* FldObj_RuinStoneWall_A_05&lt;br /&gt;
* FldObj_RuinStoneWall_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_07&lt;br /&gt;
* FldObj_RuinStoneWall_A_08&lt;br /&gt;
* FldObj_RuinStoneWall_A_09&lt;br /&gt;
* FldObj_RuinStoneWall_A_10&lt;br /&gt;
* FldObj_RuinStoneWall_A_11&lt;br /&gt;
* FldObj_RuinStoneWall_A_12&lt;br /&gt;
* FldObj_RuinStoneWall_A_13&lt;br /&gt;
* FldObj_RuinStoneWall_A_13_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_20&lt;br /&gt;
* FldObj_ScaffoldWood_A_04&lt;br /&gt;
* Obj_DRStoneStand&lt;br /&gt;
* Obj_IcicleMountainCover_A_01&lt;br /&gt;
* Obj_IcicleMountainCover_A_01_Far&lt;br /&gt;
* Obj_IcicleMountainCover_A_02&lt;br /&gt;
* Obj_IcicleMountainCover_A_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_02&lt;br /&gt;
* Obj_IcicleMountain_A_L_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_03&lt;br /&gt;
* Obj_IcicleMountain_A_L_03_Far&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* TwnObj_City_GoronStatue_A_01&lt;br /&gt;
* TwnObj_City_GoronStatue_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_B_01&lt;br /&gt;
* TwnObj_City_GoronStatue_B_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_C_01&lt;br /&gt;
* TwnObj_City_GoronStatue_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_Past_A_01&lt;br /&gt;
* TwnObj_Village_RitoRock_A_01&lt;br /&gt;
* TwnObj_Village_RitoRock_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_B_01&lt;br /&gt;
* TwnObj_Village_RitoRock_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_D_01&lt;br /&gt;
* TwnObj_Village_RitoRock_D_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_F_01&lt;br /&gt;
* TwnObj_Village_RitoRock_F_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoPlacementMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Weapon_Sword_044}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoRuinMaterialBurn || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_04}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoRuinMaterialStone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_01&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_02&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07_Far&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_01&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_02&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_02&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_03}}&lt;br /&gt;
|-&lt;br /&gt;
| AutoRuinMaterialWood || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_Cart_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinBeam_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinCart_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinTunnel_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinWell_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinboard_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinboard_A_02&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_04&lt;br /&gt;
* FldObj_StoneLodgeBroken_A_01&lt;br /&gt;
* FldObj_WagonBrokenShelter_A_01&lt;br /&gt;
* FldObj_WagonBroken_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_03&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_04&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_06}}&lt;br /&gt;
|-&lt;br /&gt;
| AwarenessEnemySearchTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirOcta_Tag}}&lt;br /&gt;
|-&lt;br /&gt;
| BeeTarget || Sets the enemy as a possible target for bees to attack if they disturb the beehive || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano}}&lt;br /&gt;
|-&lt;br /&gt;
| BlockBoomerang || Boomerangs will collide with this actor || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* Priest_Boss_Giant}}&lt;br /&gt;
|-&lt;br /&gt;
| BoneWeapon || Bone weapon. Causes the bone attack multiplier to be applied (see ArmorCompBoneAttackRate) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020}}&lt;br /&gt;
|-&lt;br /&gt;
| CalcAISkipOnPhysPause || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* CameraVibrateTag&lt;br /&gt;
* DgnObj_DLC_DungeonRotateTag&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_BossBattleRoom_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_03&lt;br /&gt;
* DungeonMoveTag&lt;br /&gt;
* DungeonMoveTagContinue&lt;br /&gt;
* DungeonRotateTag&lt;br /&gt;
* DungeonRotateTag3D&lt;br /&gt;
* DungeonRotateTagContinue&lt;br /&gt;
* DungeonRotateTagGyro&lt;br /&gt;
* DungeonRotateTagGyroHammer&lt;br /&gt;
* DungeonRotateTagGyroPutter&lt;br /&gt;
* DungeonRotateTagInOrder&lt;br /&gt;
* DungeonRotateTagRemainsElec&lt;br /&gt;
* DungeonRotateTagRemainsFire&lt;br /&gt;
* DungeonRotateTagRemainsWater&lt;br /&gt;
* DungeonRotateTagRemainsWind&lt;br /&gt;
* DungeonRotateTagShuttle&lt;br /&gt;
* DungeonRotateTagSymmetrical&lt;br /&gt;
* DungeonRotateTagWaterChemical&lt;br /&gt;
* DungeonRotateTagWaterChemicalB}}&lt;br /&gt;
|-&lt;br /&gt;
| CanBalloonParasite || Allows Octo Balloons to be connected to and lift the actor || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* BarrelBomb_Balloon&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* BeeHome&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* DLC_RockBall&lt;br /&gt;
* DgnObj_AncientBall_013&lt;br /&gt;
* DgnObj_AncientBall_03&lt;br /&gt;
* DgnObj_AncientBall_037&lt;br /&gt;
* DgnObj_AncientBall_039&lt;br /&gt;
* DgnObj_AncientBall_04&lt;br /&gt;
* DgnObj_AncientBall_048&lt;br /&gt;
* DgnObj_AncientBall_128&lt;br /&gt;
* DgnObj_AncientBall_B_01&lt;br /&gt;
* DgnObj_BoardIron_A_Fixed&lt;br /&gt;
* DgnObj_BoardIron_D&lt;br /&gt;
* DgnObj_BoardIron_DLC_D_01&lt;br /&gt;
* DgnObj_BoardIron_DLC_E_01&lt;br /&gt;
* DgnObj_BoardIron_E&lt;br /&gt;
* DgnObj_BoardLight_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A_050&lt;br /&gt;
* DgnObj_BoardSeesaw_B&lt;br /&gt;
* DgnObj_BoardSeesaw_C&lt;br /&gt;
* DgnObj_BoardStone_03&lt;br /&gt;
* DgnObj_BoardStone_B&lt;br /&gt;
* DgnObj_BoardStone_C&lt;br /&gt;
* DgnObj_BoardWood_A&lt;br /&gt;
* DgnObj_BoardWood_C_01&lt;br /&gt;
* DgnObj_BowlIron_A&lt;br /&gt;
* DgnObj_BowlIron_B&lt;br /&gt;
* DgnObj_BoxIron_A_01&lt;br /&gt;
* DgnObj_BoxIron_Secret&lt;br /&gt;
* DgnObj_BoxIron_SecretSlider&lt;br /&gt;
* DgnObj_BoxNet_A&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_BoxStone_A&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_BoxStone_C&lt;br /&gt;
* DgnObj_BoxStone_C_01&lt;br /&gt;
* DgnObj_DLC_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_BoardWood_C_01&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_02&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_03&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_04&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_05&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2&lt;br /&gt;
* DgnObj_DLC_CD_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_04&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_04&lt;br /&gt;
* DgnObj_DLC_GyroBox_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_StonePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_02&lt;br /&gt;
* DgnObj_DLC_IceBlock_B&lt;br /&gt;
* DgnObj_DLC_IronBall_L_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_03&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_03&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_02&lt;br /&gt;
* DgnObj_DlC_BoxIron_Secret&lt;br /&gt;
* DgnObj_DoorIron_A&lt;br /&gt;
* DgnObj_DoorIron_A_02&lt;br /&gt;
* DgnObj_DoorIron_A_R&lt;br /&gt;
* DgnObj_DoorStone_A&lt;br /&gt;
* DgnObj_DoorStone_A_R&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_FenceDynamic_B&lt;br /&gt;
* DgnObj_HangedLamp_A&lt;br /&gt;
* DgnObj_HangedLamp_B&lt;br /&gt;
* DgnObj_HingeBoard_A&lt;br /&gt;
* DgnObj_IceBlock&lt;br /&gt;
* DgnObj_IronBall_Crane&lt;br /&gt;
* DgnObj_IronBall_Gyro&lt;br /&gt;
* DgnObj_KibakoDungeon_040&lt;br /&gt;
* DgnObj_RemainsLithograghBall&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_Seesaw_B&lt;br /&gt;
* DgnObj_SliderBlockIron_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_SliderBlockIron_C&lt;br /&gt;
* DgnObj_SliderBlockIron_D&lt;br /&gt;
* DgnObj_SliderBlockIron_D_01&lt;br /&gt;
* DgnObj_SliderBlockIron_E_01&lt;br /&gt;
* DgnObj_SliderBlock_A&lt;br /&gt;
* DgnObj_SliderBlock_A_02&lt;br /&gt;
* DgnObj_SliderBlock_A_03&lt;br /&gt;
* DgnObj_SliderSpike_A&lt;br /&gt;
* DgnObj_SliderStair_A&lt;br /&gt;
* DgnObj_SliderTruck_A&lt;br /&gt;
* DgnObj_SpikeBall_028&lt;br /&gt;
* DgnObj_SpikeBall_051&lt;br /&gt;
* DgnObj_SpikeBall_A&lt;br /&gt;
* DgnObj_SpikeBall_B&lt;br /&gt;
* DgnObj_SpikeBall_NoHitRope&lt;br /&gt;
* DgnObj_StoneBall_005&lt;br /&gt;
* DgnObj_StoneBall_040&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_StoneBall_C&lt;br /&gt;
* DgnObj_StoneBarrel_A&lt;br /&gt;
* ElectricBallNoCarriable&lt;br /&gt;
* FldObj_BoardIronDeathMt_A&lt;br /&gt;
* FldObj_BoardIron_A_01&lt;br /&gt;
* FldObj_Bottle_Letter&lt;br /&gt;
* FldObj_ChampionshipBall_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_02&lt;br /&gt;
* FldObj_DLC_FlyShield_Wood_A_02&lt;br /&gt;
* FldObj_DarkWoodsBall_01&lt;br /&gt;
* FldObj_DeathMtArtifactTrain_A_02&lt;br /&gt;
* FldObj_FallingRock_A_01&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FallingRock_A_03&lt;br /&gt;
* FldObj_FallingRock_B_01&lt;br /&gt;
* FldObj_FallingRock_B_02&lt;br /&gt;
* FldObj_FallingRock_B_03&lt;br /&gt;
* FldObj_FourJewelBall_A_01&lt;br /&gt;
* FldObj_FourJewelBall_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_03&lt;br /&gt;
* FldObj_FourJewelBall_A_04&lt;br /&gt;
* FldObj_GiantBrotherBall_01&lt;br /&gt;
* FldObj_GiantBrotherBall_02&lt;br /&gt;
* FldObj_GiantBrotherBall_03&lt;br /&gt;
* FldObj_HangedLamp_A&lt;br /&gt;
* FldObj_HangedLamp_A_100enemy&lt;br /&gt;
* FldObj_KnightDollMini_01&lt;br /&gt;
* FldObj_KnightDollMini_02&lt;br /&gt;
* FldObj_KnightDollMini_03&lt;br /&gt;
* FldObj_KnightDollMini_04&lt;br /&gt;
* FldObj_KnightDollMini_05&lt;br /&gt;
* FldObj_KnightDollMini_06&lt;br /&gt;
* FldObj_KnightDollMini_07&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* FldObj_MacuseIsekiBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_02&lt;br /&gt;
* FldObj_NakedIslandBall_03&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* FldObj_RemainsFancierBall_01&lt;br /&gt;
* FldObj_SecretBaseBoardIron_A_01&lt;br /&gt;
* FldObj_SecretBaseBoardIron_A_02&lt;br /&gt;
* IceBlock&lt;br /&gt;
* IronBall&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* KeySmall&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoDungeon&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_BoardIron_A_01&lt;br /&gt;
* Obj_BoardIron_C_01&lt;br /&gt;
* Obj_BoardWood_Square_01&lt;br /&gt;
* Obj_BoardWood_Triangle_01&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_01&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_02&lt;br /&gt;
* Obj_BoxIron_B_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_02&lt;br /&gt;
* Obj_BoxIron_Light&lt;br /&gt;
* Obj_BoxIron_MtDeath&lt;br /&gt;
* Obj_BreakBoxIron&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Obj_GerdoElevatorStep_A&lt;br /&gt;
* Obj_GrilledMeatRock&lt;br /&gt;
* Obj_HideBarrel&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* Obj_KorokPot_A_01&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;
* Obj_MeatRock&lt;br /&gt;
* Obj_RaftWood_A_S_02&lt;br /&gt;
* Obj_RockCover&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk&lt;br /&gt;
* Pot&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* RockBall&lt;br /&gt;
* RockRollA&lt;br /&gt;
* StoneBall&lt;br /&gt;
* StoneBall_C&lt;br /&gt;
* SwitchWaterWheel_A&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Wood&lt;br /&gt;
* Test_MetalBarrel_A&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_HyruleCastleObject_ShatterFence_Wood_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShutterFence_Iron_M_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorL_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorR_A_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;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_501}}&lt;br /&gt;
|-&lt;br /&gt;
| CanBreakIceMakerBlock || Allows the weapon or damage source to break Cryonis blocks on hit || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* CurseGanonBeam&lt;br /&gt;
* EnemyGanonShockWave&lt;br /&gt;
* GanonBeam&lt;br /&gt;
* GanonBeastBeam&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* GanonShockWave&lt;br /&gt;
* GanonSpearForThrowing&lt;br /&gt;
* GuardianBeam&lt;br /&gt;
* GuardianBeam_RemainsWind&lt;br /&gt;
* Priest_Boss_Beam&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* SimpleBeam&lt;br /&gt;
* SiteBossSpearIceBullet&lt;br /&gt;
* SiteBossSpearShockWave}}&lt;br /&gt;
|-&lt;br /&gt;
| CanBreakRemoteBomb || Allows the weapon or damage source to detonate remote bombs on hit || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* BeamosBeam&lt;br /&gt;
* GuardianMiniBeam&lt;br /&gt;
* GuardianMiniBeam_Junior&lt;br /&gt;
* GuardianMiniBeam_Middle&lt;br /&gt;
* GuardianMiniBeam_Senior&lt;br /&gt;
* GuardianMiniFinalBeam&lt;br /&gt;
* GuardianMiniFinalBeam_Junior&lt;br /&gt;
* GuardianMiniFinalBeam_Middle&lt;br /&gt;
* GuardianMiniFinalBeam_Senior&lt;br /&gt;
* GuardianMiniLineBeam&lt;br /&gt;
* GuardianMiniLineBeam_Junior&lt;br /&gt;
* GuardianMiniLineBeam_Middle&lt;br /&gt;
* GuardianMiniLineBeam_Senior&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* RemainsElectricCannon&lt;br /&gt;
* RemainsWind_Barrier_A_01&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_023}}&lt;br /&gt;
|-&lt;br /&gt;
| CanConnectMagneGear || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_BevelGear_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Propeller_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Gear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_01&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_B_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_B_01&lt;br /&gt;
* SpurGearSmall&lt;br /&gt;
* SwitchGear&lt;br /&gt;
* SwitchGearSmall&lt;br /&gt;
* SwitchGear_NoSpindle&lt;br /&gt;
* SwitchGear_NoSpindle_Thin}}&lt;br /&gt;
|-&lt;br /&gt;
| CanEquip || Marks the actor as able to be equipped || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_001_Head&lt;br /&gt;
* Armor_001_Head_B&lt;br /&gt;
* Armor_001_Lower&lt;br /&gt;
* Armor_001_Upper&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Head_B&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Head_B&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Head_B&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_008_Head&lt;br /&gt;
* Armor_008_Lower&lt;br /&gt;
* Armor_008_Upper&lt;br /&gt;
* Armor_009_Head&lt;br /&gt;
* Armor_009_Lower&lt;br /&gt;
* Armor_009_Upper&lt;br /&gt;
* Armor_011_Head&lt;br /&gt;
* Armor_011_Lower&lt;br /&gt;
* Armor_011_Upper&lt;br /&gt;
* Armor_012_Head&lt;br /&gt;
* Armor_012_Head_B&lt;br /&gt;
* Armor_012_Lower&lt;br /&gt;
* Armor_012_Upper&lt;br /&gt;
* Armor_014_Head&lt;br /&gt;
* Armor_014_Lower&lt;br /&gt;
* Armor_014_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Head_B&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_017_Head&lt;br /&gt;
* Armor_017_Lower&lt;br /&gt;
* Armor_017_Upper&lt;br /&gt;
* Armor_020_Head&lt;br /&gt;
* Armor_020_Lower&lt;br /&gt;
* Armor_020_Upper&lt;br /&gt;
* Armor_021_Head&lt;br /&gt;
* Armor_021_Lower&lt;br /&gt;
* Armor_021_Upper&lt;br /&gt;
* Armor_022_Head&lt;br /&gt;
* Armor_022_Head_B&lt;br /&gt;
* Armor_024_Head&lt;br /&gt;
* Armor_025_Head&lt;br /&gt;
* Armor_026_Head&lt;br /&gt;
* Armor_027_Head&lt;br /&gt;
* Armor_028_Head&lt;br /&gt;
* Armor_029_Head&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_036_Head&lt;br /&gt;
* Armor_036_Lower&lt;br /&gt;
* Armor_036_Upper&lt;br /&gt;
* Armor_037_Head&lt;br /&gt;
* Armor_037_Lower&lt;br /&gt;
* Armor_037_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_040_Head&lt;br /&gt;
* Armor_040_Lower&lt;br /&gt;
* Armor_040_Upper&lt;br /&gt;
* Armor_042_Head&lt;br /&gt;
* Armor_042_Head_B&lt;br /&gt;
* Armor_042_Lower&lt;br /&gt;
* Armor_042_Upper&lt;br /&gt;
* Armor_043_Lower&lt;br /&gt;
* Armor_043_Upper&lt;br /&gt;
* Armor_044_Upper&lt;br /&gt;
* Armor_045_Head&lt;br /&gt;
* Armor_046_Head&lt;br /&gt;
* Armor_046_Lower&lt;br /&gt;
* Armor_046_Upper&lt;br /&gt;
* Armor_048_Head&lt;br /&gt;
* Armor_048_Lower&lt;br /&gt;
* Armor_048_Upper&lt;br /&gt;
* Armor_049_Lower&lt;br /&gt;
* Armor_053_Head&lt;br /&gt;
* Armor_053_Lower&lt;br /&gt;
* Armor_053_Upper&lt;br /&gt;
* Armor_055_Head&lt;br /&gt;
* Armor_056_Head&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Head_B&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Head_B&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Head_B&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_083_Head&lt;br /&gt;
* Armor_083_Lower&lt;br /&gt;
* Armor_083_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_087_Head&lt;br /&gt;
* Armor_087_Lower&lt;br /&gt;
* Armor_087_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_095_Head&lt;br /&gt;
* Armor_095_Lower&lt;br /&gt;
* Armor_095_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_099_Head&lt;br /&gt;
* Armor_099_Lower&lt;br /&gt;
* Armor_099_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_103_Head&lt;br /&gt;
* Armor_103_Lower&lt;br /&gt;
* Armor_103_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_111_Head&lt;br /&gt;
* Armor_111_Lower&lt;br /&gt;
* Armor_111_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_115_Head&lt;br /&gt;
* Armor_116_Upper&lt;br /&gt;
* Armor_117_Head&lt;br /&gt;
* Armor_118_Head&lt;br /&gt;
* Armor_119_Head&lt;br /&gt;
* Armor_120_Head&lt;br /&gt;
* Armor_121_Head&lt;br /&gt;
* Armor_122_Head&lt;br /&gt;
* Armor_123_Head&lt;br /&gt;
* Armor_124_Head&lt;br /&gt;
* Armor_125_Head&lt;br /&gt;
* Armor_126_Head&lt;br /&gt;
* Armor_127_Head&lt;br /&gt;
* Armor_128_Head&lt;br /&gt;
* Armor_129_Head&lt;br /&gt;
* Armor_130_Head&lt;br /&gt;
* Armor_131_Head&lt;br /&gt;
* Armor_132_Head&lt;br /&gt;
* Armor_133_Head&lt;br /&gt;
* Armor_134_Head&lt;br /&gt;
* Armor_135_Head&lt;br /&gt;
* Armor_136_Head&lt;br /&gt;
* Armor_137_Head&lt;br /&gt;
* Armor_138_Head&lt;br /&gt;
* Armor_139_Head&lt;br /&gt;
* Armor_140_Head&lt;br /&gt;
* Armor_140_Lower&lt;br /&gt;
* Armor_141_Lower&lt;br /&gt;
* Armor_148_Upper&lt;br /&gt;
* Armor_149_Upper&lt;br /&gt;
* Armor_150_Upper&lt;br /&gt;
* Armor_151_Upper&lt;br /&gt;
* Armor_152_Lower&lt;br /&gt;
* Armor_153_Lower&lt;br /&gt;
* Armor_154_Lower&lt;br /&gt;
* Armor_155_Lower&lt;br /&gt;
* Armor_156_Lower&lt;br /&gt;
* Armor_157_Lower&lt;br /&gt;
* Armor_158_Lower&lt;br /&gt;
* Armor_159_Lower&lt;br /&gt;
* Armor_160_Head&lt;br /&gt;
* Armor_160_Lower&lt;br /&gt;
* Armor_160_Upper&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_170_Upper&lt;br /&gt;
* Armor_171_Head&lt;br /&gt;
* Armor_171_Lower&lt;br /&gt;
* Armor_171_Upper&lt;br /&gt;
* Armor_172_Head&lt;br /&gt;
* Armor_173_Head&lt;br /&gt;
* Armor_174_Head&lt;br /&gt;
* Armor_174_Lower&lt;br /&gt;
* Armor_174_Upper&lt;br /&gt;
* Armor_175_Upper&lt;br /&gt;
* Armor_176_Head&lt;br /&gt;
* Armor_177_Head&lt;br /&gt;
* Armor_177_Head_B&lt;br /&gt;
* Armor_178_Head&lt;br /&gt;
* Armor_178_Head_B&lt;br /&gt;
* Armor_179_Head&lt;br /&gt;
* Armor_179_Lower&lt;br /&gt;
* Armor_179_Upper&lt;br /&gt;
* Armor_180_Head&lt;br /&gt;
* Armor_180_Lower&lt;br /&gt;
* Armor_180_Upper&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_185_Head&lt;br /&gt;
* Armor_185_Lower&lt;br /&gt;
* Armor_185_Upper&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_201_Head&lt;br /&gt;
* Armor_201_Lower&lt;br /&gt;
* Armor_201_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_206_Head&lt;br /&gt;
* Armor_206_Lower&lt;br /&gt;
* Armor_206_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_211_Head&lt;br /&gt;
* Armor_211_Lower&lt;br /&gt;
* Armor_211_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_216_Head&lt;br /&gt;
* Armor_216_Lower&lt;br /&gt;
* Armor_216_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_220_Head_B&lt;br /&gt;
* Armor_221_Head&lt;br /&gt;
* Armor_221_Head_B&lt;br /&gt;
* Armor_222_Head&lt;br /&gt;
* Armor_222_Head_B&lt;br /&gt;
* Armor_223_Head&lt;br /&gt;
* Armor_223_Head_B&lt;br /&gt;
* Armor_224_Head&lt;br /&gt;
* Armor_224_Head_B&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_226_Head&lt;br /&gt;
* Armor_226_Lower&lt;br /&gt;
* Armor_226_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper&lt;br /&gt;
* Armor_231_Head&lt;br /&gt;
* Armor_231_Lower&lt;br /&gt;
* Armor_231_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper&lt;br /&gt;
* Armor_Default_Head&lt;br /&gt;
* Armor_Default_Upper&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502&lt;br /&gt;
* Weapon_Sword_503}}&lt;br /&gt;
|-&lt;br /&gt;
| CanFly || Marks the NPC as being capable of flight || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| CanGetCollectSet || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* KeySmall&lt;br /&gt;
* Obj_Album&lt;br /&gt;
* Obj_AmiiboItem&lt;br /&gt;
* Obj_Camera&lt;br /&gt;
* Obj_IceMaker&lt;br /&gt;
* Obj_Magnetglove&lt;br /&gt;
* Obj_Motorcycle&lt;br /&gt;
* Obj_Photo_Animal&lt;br /&gt;
* Obj_Photo_BossEnemy&lt;br /&gt;
* Obj_Photo_Enemy&lt;br /&gt;
* Obj_Photo_Material&lt;br /&gt;
* Obj_Photo_Other&lt;br /&gt;
* Obj_Photo_Weapon&lt;br /&gt;
* Obj_PictureBook&lt;br /&gt;
* Obj_RemoteBomb&lt;br /&gt;
* Obj_RemoteBombBall&lt;br /&gt;
* Obj_RemoteBombBall2&lt;br /&gt;
* Obj_RemoteBombCube&lt;br /&gt;
* Obj_RemoteBombCube2&lt;br /&gt;
* Obj_RemoteBombLv2&lt;br /&gt;
* Obj_SheikPadLv2&lt;br /&gt;
* Obj_SheikSensor&lt;br /&gt;
* Obj_SheikSensorLv2&lt;br /&gt;
* Obj_StopTimer&lt;br /&gt;
* Obj_StopTimerLv2&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver}}&lt;br /&gt;
|-&lt;br /&gt;
| CanGetImportantItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_Album&lt;br /&gt;
* Obj_AmiiboItem&lt;br /&gt;
* Obj_Camera&lt;br /&gt;
* Obj_IceMaker&lt;br /&gt;
* Obj_Magnetglove&lt;br /&gt;
* Obj_Motorcycle&lt;br /&gt;
* Obj_PictureBook&lt;br /&gt;
* Obj_RemoteBomb&lt;br /&gt;
* Obj_RemoteBombBall&lt;br /&gt;
* Obj_RemoteBombBall2&lt;br /&gt;
* Obj_RemoteBombCube&lt;br /&gt;
* Obj_RemoteBombCube2&lt;br /&gt;
* Obj_RemoteBombLv2&lt;br /&gt;
* Obj_SheikPadLv2&lt;br /&gt;
* Obj_SheikSensor&lt;br /&gt;
* Obj_SheikSensorLv2&lt;br /&gt;
* Obj_StopTimer&lt;br /&gt;
* Obj_StopTimerLv2&lt;br /&gt;
* PlayerStole2&lt;br /&gt;
* PlayerStole2_Vagrant}}&lt;br /&gt;
|-&lt;br /&gt;
| CanGetPouch || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Armor_001_Head&lt;br /&gt;
* Armor_001_Lower&lt;br /&gt;
* Armor_001_Upper&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_008_Head&lt;br /&gt;
* Armor_008_Lower&lt;br /&gt;
* Armor_008_Upper&lt;br /&gt;
* Armor_009_Head&lt;br /&gt;
* Armor_009_Lower&lt;br /&gt;
* Armor_009_Upper&lt;br /&gt;
* Armor_011_Head&lt;br /&gt;
* Armor_011_Lower&lt;br /&gt;
* Armor_011_Upper&lt;br /&gt;
* Armor_012_Head&lt;br /&gt;
* Armor_012_Lower&lt;br /&gt;
* Armor_012_Upper&lt;br /&gt;
* Armor_014_Head&lt;br /&gt;
* Armor_014_Lower&lt;br /&gt;
* Armor_014_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_017_Head&lt;br /&gt;
* Armor_017_Lower&lt;br /&gt;
* Armor_017_Upper&lt;br /&gt;
* Armor_020_Head&lt;br /&gt;
* Armor_020_Lower&lt;br /&gt;
* Armor_020_Upper&lt;br /&gt;
* Armor_021_Head&lt;br /&gt;
* Armor_021_Lower&lt;br /&gt;
* Armor_021_Upper&lt;br /&gt;
* Armor_022_Head&lt;br /&gt;
* Armor_024_Head&lt;br /&gt;
* Armor_025_Head&lt;br /&gt;
* Armor_026_Head&lt;br /&gt;
* Armor_027_Head&lt;br /&gt;
* Armor_028_Head&lt;br /&gt;
* Armor_029_Head&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_036_Head&lt;br /&gt;
* Armor_036_Lower&lt;br /&gt;
* Armor_036_Upper&lt;br /&gt;
* Armor_037_Head&lt;br /&gt;
* Armor_037_Lower&lt;br /&gt;
* Armor_037_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_040_Head&lt;br /&gt;
* Armor_040_Lower&lt;br /&gt;
* Armor_040_Upper&lt;br /&gt;
* Armor_042_Head&lt;br /&gt;
* Armor_042_Lower&lt;br /&gt;
* Armor_042_Upper&lt;br /&gt;
* Armor_043_Lower&lt;br /&gt;
* Armor_043_Upper&lt;br /&gt;
* Armor_044_Upper&lt;br /&gt;
* Armor_045_Head&lt;br /&gt;
* Armor_046_Head&lt;br /&gt;
* Armor_046_Lower&lt;br /&gt;
* Armor_046_Upper&lt;br /&gt;
* Armor_048_Head&lt;br /&gt;
* Armor_048_Lower&lt;br /&gt;
* Armor_048_Upper&lt;br /&gt;
* Armor_049_Lower&lt;br /&gt;
* Armor_053_Head&lt;br /&gt;
* Armor_053_Lower&lt;br /&gt;
* Armor_053_Upper&lt;br /&gt;
* Armor_055_Head&lt;br /&gt;
* Armor_056_Head&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_083_Head&lt;br /&gt;
* Armor_083_Lower&lt;br /&gt;
* Armor_083_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_087_Head&lt;br /&gt;
* Armor_087_Lower&lt;br /&gt;
* Armor_087_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_095_Head&lt;br /&gt;
* Armor_095_Lower&lt;br /&gt;
* Armor_095_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_099_Head&lt;br /&gt;
* Armor_099_Lower&lt;br /&gt;
* Armor_099_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_103_Head&lt;br /&gt;
* Armor_103_Lower&lt;br /&gt;
* Armor_103_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_111_Head&lt;br /&gt;
* Armor_111_Lower&lt;br /&gt;
* Armor_111_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_115_Head&lt;br /&gt;
* Armor_116_Upper&lt;br /&gt;
* Armor_117_Head&lt;br /&gt;
* Armor_118_Head&lt;br /&gt;
* Armor_119_Head&lt;br /&gt;
* Armor_120_Head&lt;br /&gt;
* Armor_121_Head&lt;br /&gt;
* Armor_122_Head&lt;br /&gt;
* Armor_123_Head&lt;br /&gt;
* Armor_124_Head&lt;br /&gt;
* Armor_125_Head&lt;br /&gt;
* Armor_126_Head&lt;br /&gt;
* Armor_127_Head&lt;br /&gt;
* Armor_128_Head&lt;br /&gt;
* Armor_129_Head&lt;br /&gt;
* Armor_130_Head&lt;br /&gt;
* Armor_131_Head&lt;br /&gt;
* Armor_132_Head&lt;br /&gt;
* Armor_133_Head&lt;br /&gt;
* Armor_134_Head&lt;br /&gt;
* Armor_135_Head&lt;br /&gt;
* Armor_136_Head&lt;br /&gt;
* Armor_137_Head&lt;br /&gt;
* Armor_138_Head&lt;br /&gt;
* Armor_139_Head&lt;br /&gt;
* Armor_140_Head&lt;br /&gt;
* Armor_140_Lower&lt;br /&gt;
* Armor_141_Lower&lt;br /&gt;
* Armor_148_Upper&lt;br /&gt;
* Armor_149_Upper&lt;br /&gt;
* Armor_150_Upper&lt;br /&gt;
* Armor_151_Upper&lt;br /&gt;
* Armor_152_Lower&lt;br /&gt;
* Armor_153_Lower&lt;br /&gt;
* Armor_154_Lower&lt;br /&gt;
* Armor_155_Lower&lt;br /&gt;
* Armor_156_Lower&lt;br /&gt;
* Armor_157_Lower&lt;br /&gt;
* Armor_158_Lower&lt;br /&gt;
* Armor_159_Lower&lt;br /&gt;
* Armor_160_Head&lt;br /&gt;
* Armor_160_Lower&lt;br /&gt;
* Armor_160_Upper&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_170_Upper&lt;br /&gt;
* Armor_171_Head&lt;br /&gt;
* Armor_171_Lower&lt;br /&gt;
* Armor_171_Upper&lt;br /&gt;
* Armor_172_Head&lt;br /&gt;
* Armor_173_Head&lt;br /&gt;
* Armor_174_Head&lt;br /&gt;
* Armor_174_Lower&lt;br /&gt;
* Armor_174_Upper&lt;br /&gt;
* Armor_175_Upper&lt;br /&gt;
* Armor_176_Head&lt;br /&gt;
* Armor_177_Head&lt;br /&gt;
* Armor_178_Head&lt;br /&gt;
* Armor_179_Head&lt;br /&gt;
* Armor_179_Lower&lt;br /&gt;
* Armor_179_Upper&lt;br /&gt;
* Armor_180_Head&lt;br /&gt;
* Armor_180_Lower&lt;br /&gt;
* Armor_180_Upper&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_185_Head&lt;br /&gt;
* Armor_185_Lower&lt;br /&gt;
* Armor_185_Upper&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_201_Head&lt;br /&gt;
* Armor_201_Lower&lt;br /&gt;
* Armor_201_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_206_Head&lt;br /&gt;
* Armor_206_Lower&lt;br /&gt;
* Armor_206_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_211_Head&lt;br /&gt;
* Armor_211_Lower&lt;br /&gt;
* Armor_211_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_216_Head&lt;br /&gt;
* Armor_216_Lower&lt;br /&gt;
* Armor_216_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_221_Head&lt;br /&gt;
* Armor_222_Head&lt;br /&gt;
* Armor_223_Head&lt;br /&gt;
* Armor_224_Head&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_226_Head&lt;br /&gt;
* Armor_226_Lower&lt;br /&gt;
* Armor_226_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper&lt;br /&gt;
* Armor_231_Head&lt;br /&gt;
* Armor_231_Lower&lt;br /&gt;
* Armor_231_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper&lt;br /&gt;
* Armor_Default_Head&lt;br /&gt;
* Armor_Default_Upper&lt;br /&gt;
* BeeHome&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* GameRomHorseReins_01&lt;br /&gt;
* GameRomHorseReins_02&lt;br /&gt;
* GameRomHorseReins_03&lt;br /&gt;
* GameRomHorseReins_04&lt;br /&gt;
* GameRomHorseReins_05&lt;br /&gt;
* GameRomHorseReins_10&lt;br /&gt;
* GameRomHorseSaddle_01&lt;br /&gt;
* GameRomHorseSaddle_02&lt;br /&gt;
* GameRomHorseSaddle_03&lt;br /&gt;
* GameRomHorseSaddle_04&lt;br /&gt;
* GameRomHorseSaddle_05&lt;br /&gt;
* GameRomHorseSaddle_10&lt;br /&gt;
* Get_TwnObj_DLC_MemorialPicture_A_01&lt;br /&gt;
* IceArrow&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_11&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_C_17_00&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_K_09&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_L_00&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_E_00&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_05_00&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_F_00&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_N_00&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_A_00&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_Album&lt;br /&gt;
* Obj_AmiiboItem&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_Armor_115_Head&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_Camera&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_DRStone_A_01&lt;br /&gt;
* Obj_DRStone_Get&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Obj_Head_024&lt;br /&gt;
* Obj_Head_025&lt;br /&gt;
* Obj_Head_026&lt;br /&gt;
* Obj_Head_027&lt;br /&gt;
* Obj_Head_028&lt;br /&gt;
* Obj_Head_029&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Obj_IceMaker&lt;br /&gt;
* Obj_KorokNuts&lt;br /&gt;
* Obj_Magnetglove&lt;br /&gt;
* Obj_Maracas&lt;br /&gt;
* Obj_Motorcycle&lt;br /&gt;
* Obj_Photo_Animal&lt;br /&gt;
* Obj_Photo_BossEnemy&lt;br /&gt;
* Obj_Photo_Enemy&lt;br /&gt;
* Obj_Photo_Material&lt;br /&gt;
* Obj_Photo_Other&lt;br /&gt;
* Obj_Photo_Weapon&lt;br /&gt;
* Obj_PictureBook&lt;br /&gt;
* Obj_ProofBook&lt;br /&gt;
* Obj_ProofGiantKiller&lt;br /&gt;
* Obj_ProofGolemKiller&lt;br /&gt;
* Obj_ProofKorok&lt;br /&gt;
* Obj_ProofSandwormKiller&lt;br /&gt;
* Obj_RemoteBomb&lt;br /&gt;
* Obj_RemoteBombBall&lt;br /&gt;
* Obj_RemoteBombBall2&lt;br /&gt;
* Obj_RemoteBombCube&lt;br /&gt;
* Obj_RemoteBombCube2&lt;br /&gt;
* Obj_RemoteBombLv2&lt;br /&gt;
* Obj_SheikPadLv2&lt;br /&gt;
* Obj_SheikSensor&lt;br /&gt;
* Obj_SheikSensorLv2&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* Obj_StopTimer&lt;br /&gt;
* Obj_StopTimerLv2&lt;br /&gt;
* Obj_WarpDLC&lt;br /&gt;
* PlayerStole2&lt;br /&gt;
* PlayerStole2_Vagrant&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502&lt;br /&gt;
* Weapon_Sword_503}}&lt;br /&gt;
|-&lt;br /&gt;
| CanLift || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* BarrelBomb_Balloon&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* CarryBox&lt;br /&gt;
* DgnObj_AncientBall_04&lt;br /&gt;
* DgnObj_AncientBall_048&lt;br /&gt;
* DgnObj_AncientBall_B_01&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_04&lt;br /&gt;
* DgnObj_DLC_IceBlock_B&lt;br /&gt;
* DgnObj_ElectricBallGenerator_A_01&lt;br /&gt;
* DgnObj_ElectricBoxGenerator&lt;br /&gt;
* DgnObj_IceBlock&lt;br /&gt;
* DgnObj_RemainsLithograghBall&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_StoneBarrel_A&lt;br /&gt;
* ElectricBallGenerator&lt;br /&gt;
* ElectricBallNoCarriable&lt;br /&gt;
* Enemy_Beamos_Static&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Arm_L&lt;br /&gt;
* Enemy_Giant_Bone_Chin&lt;br /&gt;
* Enemy_Giant_Bone_Eye&lt;br /&gt;
* Enemy_Giant_Bone_Eye_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Rib&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* FldObj_Bottle_Letter&lt;br /&gt;
* FldObj_ChampionshipBall_01&lt;br /&gt;
* FldObj_DarkWoodsBall_01&lt;br /&gt;
* FldObj_FourJewelBall_A_01&lt;br /&gt;
* FldObj_FourJewelBall_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_03&lt;br /&gt;
* FldObj_FourJewelBall_A_04&lt;br /&gt;
* FldObj_GiantBrotherBall_01&lt;br /&gt;
* FldObj_GiantBrotherBall_02&lt;br /&gt;
* FldObj_GiantBrotherBall_03&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* FldObj_MacuseIsekiBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_02&lt;br /&gt;
* FldObj_NakedIslandBall_03&lt;br /&gt;
* FldObj_RemainsFancierBall_01&lt;br /&gt;
* IceBlock&lt;br /&gt;
* Lizalfos_IceBall&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_GrilledMeatRock&lt;br /&gt;
* Obj_HideBarrel&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;
* Obj_MeatRock&lt;br /&gt;
* OctObj_Grass_01&lt;br /&gt;
* OctObj_Grass_02&lt;br /&gt;
* OctObj_Grass_03&lt;br /&gt;
* OctObj_Grass_04&lt;br /&gt;
* OctObj_Grass_05&lt;br /&gt;
* OctObj_Grass_06&lt;br /&gt;
* OctObj_Grass_07&lt;br /&gt;
* OctObj_Grass_08&lt;br /&gt;
* OctObj_Stone_01&lt;br /&gt;
* OctObj_Stone_TBox&lt;br /&gt;
* Pot&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* SnowBowl&lt;br /&gt;
* Test_MetalBarrel_A&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;
* Wizzrobe_WeatherIceBall}}&lt;br /&gt;
|-&lt;br /&gt;
| CanPullOutGiantObject || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| CanPush || Allows Link to push the actor like it&#039;s a heavy box or shrine orb || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* DgnObj_AncientBall_013&lt;br /&gt;
* DgnObj_AncientBall_037&lt;br /&gt;
* DgnObj_AncientBall_039&lt;br /&gt;
* DgnObj_AncientBall_05&lt;br /&gt;
* DgnObj_AncientBall_128&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_04&lt;br /&gt;
* DgnObj_DLC_IceBlock_B&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_KibakoDungeon_040&lt;br /&gt;
* DgnObj_SliderBlock_A&lt;br /&gt;
* DgnObj_SliderBlock_A_02&lt;br /&gt;
* DgnObj_SliderBlock_A_03&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoDungeon&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* SnowBowl}}&lt;br /&gt;
|-&lt;br /&gt;
| CanPushUpward || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_StoneBall_005&lt;br /&gt;
* DgnObj_StoneBall_040&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_StoneBall_C&lt;br /&gt;
* DgnObj_SwitchCapstan_A&lt;br /&gt;
* DgnObj_SwitchCapstan_B_01&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Trunk&lt;br /&gt;
* FldObj_FallingRock_A_01&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FallingRock_A_03&lt;br /&gt;
* FldObj_FallingRock_B_01&lt;br /&gt;
* FldObj_FallingRock_B_02&lt;br /&gt;
* FldObj_FallingRock_B_03&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Trunk&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk&lt;br /&gt;
* StoneBall}}&lt;br /&gt;
|-&lt;br /&gt;
| CanRidden || Marks the actor as ridable || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* GameRomHorse&lt;br /&gt;
* GameRomHorse00L&lt;br /&gt;
* GameRomHorse00S&lt;br /&gt;
* GameRomHorse01&lt;br /&gt;
* GameRomHorse02&lt;br /&gt;
* GameRomHorse03&lt;br /&gt;
* GameRomHorse04&lt;br /&gt;
* GameRomHorse05&lt;br /&gt;
* GameRomHorse06&lt;br /&gt;
* GameRomHorse07&lt;br /&gt;
* GameRomHorse08&lt;br /&gt;
* GameRomHorse09&lt;br /&gt;
* GameRomHorse10&lt;br /&gt;
* GameRomHorse11&lt;br /&gt;
* GameRomHorse12&lt;br /&gt;
* GameRomHorse13&lt;br /&gt;
* GameRomHorse14&lt;br /&gt;
* GameRomHorse15&lt;br /&gt;
* GameRomHorse16&lt;br /&gt;
* GameRomHorse17&lt;br /&gt;
* GameRomHorse18&lt;br /&gt;
* GameRomHorse19&lt;br /&gt;
* GameRomHorse20&lt;br /&gt;
* GameRomHorse21&lt;br /&gt;
* GameRomHorse22&lt;br /&gt;
* GameRomHorse23&lt;br /&gt;
* GameRomHorseBone&lt;br /&gt;
* GameRomHorseBone_AllDay&lt;br /&gt;
* GameRomHorseEpona&lt;br /&gt;
* GameRomHorseNushi&lt;br /&gt;
* GameRomHorseZelda}}&lt;br /&gt;
|-&lt;br /&gt;
| CanStack || Makes the item stackable || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* BeeHome&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* IceArrow&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Obj_KorokNuts&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow}}&lt;br /&gt;
|-&lt;br /&gt;
| CanUse || ?{{check}} Marks the item as usable within the pause menu&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_11&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_K_09&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53}}&lt;br /&gt;
|-&lt;br /&gt;
| CancelIceMaker || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BoxWaterCancelIceMaker&lt;br /&gt;
* DgnObj_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_IbutsuPulleyLift_A_01&lt;br /&gt;
* DgnObj_GearHandle_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_02&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_04&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_05&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_06&lt;br /&gt;
* DgnObj_IbutsuWaterPulleyLift_A_01&lt;br /&gt;
* DgnObj_IceCeilingSupport&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_ShrineIceDisabling&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Obj_RaftWoodSail_A_S_01&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction}}&lt;br /&gt;
|-&lt;br /&gt;
| CancelIceMakerWithSwimMode || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| CannotSell || Marks the item as unsellable || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_115_Head&lt;br /&gt;
* Armor_116_Upper&lt;br /&gt;
* Armor_140_Lower&lt;br /&gt;
* Armor_148_Upper&lt;br /&gt;
* Armor_149_Upper&lt;br /&gt;
* Armor_150_Upper&lt;br /&gt;
* Armor_151_Upper&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* BrightArrow&lt;br /&gt;
* BrightArrowTP&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* GameRomHorseReins_01&lt;br /&gt;
* GameRomHorseReins_02&lt;br /&gt;
* GameRomHorseReins_03&lt;br /&gt;
* GameRomHorseReins_04&lt;br /&gt;
* GameRomHorseReins_05&lt;br /&gt;
* GameRomHorseReins_10&lt;br /&gt;
* GameRomHorseSaddle_01&lt;br /&gt;
* GameRomHorseSaddle_02&lt;br /&gt;
* GameRomHorseSaddle_03&lt;br /&gt;
* GameRomHorseSaddle_04&lt;br /&gt;
* GameRomHorseSaddle_05&lt;br /&gt;
* GameRomHorseSaddle_10&lt;br /&gt;
* Get_TwnObj_DLC_MemorialPicture_A_01&lt;br /&gt;
* IceArrow&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_Armor_115_Head&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_DRStone_Get&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Obj_KorokNuts&lt;br /&gt;
* Obj_Maracas&lt;br /&gt;
* Obj_Photo_Animal&lt;br /&gt;
* Obj_Photo_BossEnemy&lt;br /&gt;
* Obj_Photo_Enemy&lt;br /&gt;
* Obj_Photo_Material&lt;br /&gt;
* Obj_Photo_Other&lt;br /&gt;
* Obj_Photo_Weapon&lt;br /&gt;
* Obj_ProofBook&lt;br /&gt;
* Obj_ProofGiantKiller&lt;br /&gt;
* Obj_ProofGolemKiller&lt;br /&gt;
* Obj_ProofKorok&lt;br /&gt;
* Obj_ProofSandwormKiller&lt;br /&gt;
* Obj_WarpDLC&lt;br /&gt;
* PlayerStole2&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| CannotTouchIceMakerBlock || ?{{check}} Disables collision between the actor and Cryonis blocks&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_IceMakerBreaker&lt;br /&gt;
* DgnObj_IceMakerBreaker_124&lt;br /&gt;
* DgnObj_IceMakerBreaker_126&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR}}&lt;br /&gt;
|-&lt;br /&gt;
| CantPut || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* BrightArrow&lt;br /&gt;
* BrightArrowTP&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* IceArrow&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_11&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_K_09&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow}}&lt;br /&gt;
|-&lt;br /&gt;
| ChangeBoots || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_OasisHylia_002}}&lt;br /&gt;
|-&lt;br /&gt;
| CheckBirdSafetyArea || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Gull_A&lt;br /&gt;
* Animal_Hawk_A}}&lt;br /&gt;
|-&lt;br /&gt;
| ContactCantSave || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BoxWater&lt;br /&gt;
* BoxWaterCancelIceMaker&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* FldObj_DamagePlant_A_01&lt;br /&gt;
* FldObj_DamagePlant_A_02&lt;br /&gt;
* FldObj_DamagePlant_Challenge&lt;br /&gt;
* FldObj_DamageRock_A_01&lt;br /&gt;
* FldObj_KorokPinwheel_A_01&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;
|-&lt;br /&gt;
| CookBizarre || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_O_01}}&lt;br /&gt;
|-&lt;br /&gt;
| CookDish || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02}}&lt;br /&gt;
|-&lt;br /&gt;
| CookEMedicine || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_C_17_00}}&lt;br /&gt;
|-&lt;br /&gt;
| CookEffectName || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02}}&lt;br /&gt;
|-&lt;br /&gt;
| CookEnemy || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57}}&lt;br /&gt;
|-&lt;br /&gt;
| CookFailure || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02}}&lt;br /&gt;
|-&lt;br /&gt;
| CookFish || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z}}&lt;br /&gt;
|-&lt;br /&gt;
| CookFruit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I}}&lt;br /&gt;
|-&lt;br /&gt;
| CookInsect || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X}}&lt;br /&gt;
|-&lt;br /&gt;
| CookLowPrice || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Ore_J}}&lt;br /&gt;
|-&lt;br /&gt;
| CookMaterial || Marks the actor as a valid cooking ingredient || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Obj_FireWoodBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| CookMeat || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12}}&lt;br /&gt;
|-&lt;br /&gt;
| CookMushroom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O}}&lt;br /&gt;
|-&lt;br /&gt;
| CookOre || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Obj_FireWoodBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| CookPlant || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q}}&lt;br /&gt;
|-&lt;br /&gt;
| CookResult || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_11&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_K_09&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05}}&lt;br /&gt;
|-&lt;br /&gt;
| CookSkewer || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05}}&lt;br /&gt;
|-&lt;br /&gt;
| CookSpice || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_J}}&lt;br /&gt;
|-&lt;br /&gt;
| CookValue1 || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56}}&lt;br /&gt;
|-&lt;br /&gt;
| CoolWeapon || Causes the weapon to cool Link if he has it equipped || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_061}}&lt;br /&gt;
|-&lt;br /&gt;
| CreateFromBranchLocatorRandom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Squirrel_A}}&lt;br /&gt;
|-&lt;br /&gt;
| CreateFromOnTreeLocator || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_N}}&lt;br /&gt;
|-&lt;br /&gt;
| CreateFromOnTreeLocatorRandom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_K}}&lt;br /&gt;
|-&lt;br /&gt;
| CreateFromTrunkLocatorRandom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_S}}&lt;br /&gt;
|-&lt;br /&gt;
| CreateFromTrunkOrGlowStoneLocator || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_P}}&lt;br /&gt;
|-&lt;br /&gt;
| CureItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Cook_A_01&lt;br /&gt;
* Item_Cook_A_02&lt;br /&gt;
* Item_Cook_A_03&lt;br /&gt;
* Item_Cook_A_04&lt;br /&gt;
* Item_Cook_A_05&lt;br /&gt;
* Item_Cook_A_07&lt;br /&gt;
* Item_Cook_A_08&lt;br /&gt;
* Item_Cook_A_09&lt;br /&gt;
* Item_Cook_A_10&lt;br /&gt;
* Item_Cook_A_11&lt;br /&gt;
* Item_Cook_A_12&lt;br /&gt;
* Item_Cook_A_13&lt;br /&gt;
* Item_Cook_A_14&lt;br /&gt;
* Item_Cook_B_01&lt;br /&gt;
* Item_Cook_B_02&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_05&lt;br /&gt;
* Item_Cook_B_06&lt;br /&gt;
* Item_Cook_B_11&lt;br /&gt;
* Item_Cook_B_12&lt;br /&gt;
* Item_Cook_B_13&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_B_15&lt;br /&gt;
* Item_Cook_B_16&lt;br /&gt;
* Item_Cook_B_17&lt;br /&gt;
* Item_Cook_B_18&lt;br /&gt;
* Item_Cook_B_19&lt;br /&gt;
* Item_Cook_B_20&lt;br /&gt;
* Item_Cook_B_21&lt;br /&gt;
* Item_Cook_B_22&lt;br /&gt;
* Item_Cook_B_23&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_C_16&lt;br /&gt;
* Item_Cook_C_17&lt;br /&gt;
* Item_Cook_D_01&lt;br /&gt;
* Item_Cook_D_02&lt;br /&gt;
* Item_Cook_D_03&lt;br /&gt;
* Item_Cook_D_04&lt;br /&gt;
* Item_Cook_D_05&lt;br /&gt;
* Item_Cook_D_06&lt;br /&gt;
* Item_Cook_D_07&lt;br /&gt;
* Item_Cook_D_08&lt;br /&gt;
* Item_Cook_D_09&lt;br /&gt;
* Item_Cook_D_10&lt;br /&gt;
* Item_Cook_E_01&lt;br /&gt;
* Item_Cook_E_02&lt;br /&gt;
* Item_Cook_E_03&lt;br /&gt;
* Item_Cook_E_04&lt;br /&gt;
* Item_Cook_F_01&lt;br /&gt;
* Item_Cook_F_02&lt;br /&gt;
* Item_Cook_F_03&lt;br /&gt;
* Item_Cook_F_04&lt;br /&gt;
* Item_Cook_G_02&lt;br /&gt;
* Item_Cook_G_03&lt;br /&gt;
* Item_Cook_G_04&lt;br /&gt;
* Item_Cook_G_05&lt;br /&gt;
* Item_Cook_G_06&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Cook_G_09&lt;br /&gt;
* Item_Cook_G_10&lt;br /&gt;
* Item_Cook_G_11&lt;br /&gt;
* Item_Cook_G_12&lt;br /&gt;
* Item_Cook_G_13&lt;br /&gt;
* Item_Cook_G_14&lt;br /&gt;
* Item_Cook_G_15&lt;br /&gt;
* Item_Cook_G_16&lt;br /&gt;
* Item_Cook_G_17&lt;br /&gt;
* Item_Cook_H_01&lt;br /&gt;
* Item_Cook_H_02&lt;br /&gt;
* Item_Cook_H_03&lt;br /&gt;
* Item_Cook_I_01&lt;br /&gt;
* Item_Cook_I_02&lt;br /&gt;
* Item_Cook_I_03&lt;br /&gt;
* Item_Cook_I_04&lt;br /&gt;
* Item_Cook_I_05&lt;br /&gt;
* Item_Cook_I_06&lt;br /&gt;
* Item_Cook_I_07&lt;br /&gt;
* Item_Cook_I_08&lt;br /&gt;
* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
* Item_Cook_I_17&lt;br /&gt;
* Item_Cook_J_01&lt;br /&gt;
* Item_Cook_J_02&lt;br /&gt;
* Item_Cook_J_03&lt;br /&gt;
* Item_Cook_J_04&lt;br /&gt;
* Item_Cook_J_05&lt;br /&gt;
* Item_Cook_J_06&lt;br /&gt;
* Item_Cook_J_07&lt;br /&gt;
* Item_Cook_J_08&lt;br /&gt;
* Item_Cook_J_09&lt;br /&gt;
* Item_Cook_K_01&lt;br /&gt;
* Item_Cook_K_02&lt;br /&gt;
* Item_Cook_K_03&lt;br /&gt;
* Item_Cook_K_04&lt;br /&gt;
* Item_Cook_K_05&lt;br /&gt;
* Item_Cook_K_06&lt;br /&gt;
* Item_Cook_K_07&lt;br /&gt;
* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_K_09&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53}}&lt;br /&gt;
|-&lt;br /&gt;
| DeadTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Stump&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01_Stump&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeBurned_B_02_Stump&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Stump&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_03_Stump&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_04}}&lt;br /&gt;
|-&lt;br /&gt;
| DeleteHitArrow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DemoSpecialActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_01&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_02&lt;br /&gt;
* Dm_Npc_Goron_Hammer_C_000&lt;br /&gt;
* Dm_Npc_Goron_Pickaxe_C_000&lt;br /&gt;
* Dm_Npc_Hylia_Memo&lt;br /&gt;
* Dm_PlayerStole2&lt;br /&gt;
* Weapon_Sword_056&lt;br /&gt;
* Weapon_Sword_071}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableAreaCulling || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirWallHorse&lt;br /&gt;
* AirWallHorse_HiddnKorok&lt;br /&gt;
* BoxWater&lt;br /&gt;
* BoxWaterCancelIceMaker&lt;br /&gt;
* CameraVibrateTag&lt;br /&gt;
* ChangeWeatherTag&lt;br /&gt;
* ChangeWeatherTag_NoCalcInEvent&lt;br /&gt;
* ChangeWindTag&lt;br /&gt;
* DgnObj_AncientBall_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01&lt;br /&gt;
* DgnObj_AncientReactor_B_01_on&lt;br /&gt;
* DgnObj_DLC_BevelGear_A_02&lt;br /&gt;
* DgnObj_DLC_DungeonRotateTag&lt;br /&gt;
* DgnObj_DLC_FinalTrialMapSign_A_01&lt;br /&gt;
* DgnObj_DLC_FinalTrialMapSign_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuExD_AncientBallSwitch_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuExMap_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuExOutWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_03&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePoleCover_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_Shaft_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_BossBattleRoomDownloadTerminalBody_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_BossDLTerminal_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Propeller_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_CylinderWall_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Gear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_03&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_05&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_06&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_B_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_02&lt;br /&gt;
* DgnObj_FenceDynamic_B&lt;br /&gt;
* DgnObj_Gondola_A&lt;br /&gt;
* DgnObj_IbtMapElectricDrum_A_01&lt;br /&gt;
* DgnObj_IbtMapElectricDrum_A_02&lt;br /&gt;
* DgnObj_IbtMapElectricDrum_A_03&lt;br /&gt;
* DgnObj_IbtMapFire_A_01&lt;br /&gt;
* DgnObj_IbtMapFire_A_02&lt;br /&gt;
* DgnObj_IbtMapGrid_A_01&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_01&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_02&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_03&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_04&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_05&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_06&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_07&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_08&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_09&lt;br /&gt;
* DgnObj_IbtMapTriangle_A_10&lt;br /&gt;
* DgnObj_IbtMapWater_A_01&lt;br /&gt;
* DgnObj_IbtMapWater_A_02&lt;br /&gt;
* DgnObj_IbtMapWater_A_03&lt;br /&gt;
* DgnObj_IbtMapWater_A_04&lt;br /&gt;
* DgnObj_IbtMapWater_A_05&lt;br /&gt;
* DgnObj_IbtMapWater_A_06&lt;br /&gt;
* DgnObj_IbtMapWater_A_07&lt;br /&gt;
* DgnObj_IbtMapWater_A_08&lt;br /&gt;
* DgnObj_IbtMapWater_A_09&lt;br /&gt;
* DgnObj_IbtMapWater_A_10&lt;br /&gt;
* DgnObj_IbtMapWind_A_01&lt;br /&gt;
* DgnObj_IbtMapWind_A_02&lt;br /&gt;
* DgnObj_IbtMapWind_A_03&lt;br /&gt;
* DgnObj_IbutsuElectricBody_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricDrumCover_A_02&lt;br /&gt;
* DgnObj_IbutsuElectricDrumFloor_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricDrum_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricDrum_A_02&lt;br /&gt;
* DgnObj_IbutsuElectricDrum_A_03&lt;br /&gt;
* DgnObj_IbutsuElectricHead_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricLeg_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricLump_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricNeckCover_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricNeck_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricTail_A_01&lt;br /&gt;
* DgnObj_IbutsuFireBody_A_01&lt;br /&gt;
* DgnObj_IbutsuFireHead_A_01&lt;br /&gt;
* DgnObj_IbutsuFireLeg_A_01&lt;br /&gt;
* DgnObj_IbutsuFireTail_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterBodyInside_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterBodyOutside_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterHead_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterLeg_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterLump_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterNose_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_02&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_05&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_06&lt;br /&gt;
* DgnObj_IbutsuWaterWheel_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterWheel_A_02&lt;br /&gt;
* DgnObj_IbutsuWindBody_A_01&lt;br /&gt;
* DgnObj_IbutsuWindHead_A_01&lt;br /&gt;
* DgnObj_IbutsuWindLeg_A_01&lt;br /&gt;
* DgnObj_IbutsuWindPropeller_A_01&lt;br /&gt;
* DgnObj_IbutsuWindPropeller_A_02&lt;br /&gt;
* DgnObj_IbutsuWindTail_A_01&lt;br /&gt;
* DgnObj_IbutsuWindWingL_A_01&lt;br /&gt;
* DgnObj_IbutsuWindWingR_A_01&lt;br /&gt;
* DgnObj_IronDoorL_B_01&lt;br /&gt;
* DgnObj_IronDoorR_B_01&lt;br /&gt;
* DgnObj_IvyBurn_FloorB&lt;br /&gt;
* DgnObj_RemainsClearTerminalBody_A_01&lt;br /&gt;
* DgnObj_RemainsDownloadTerminalBody_A&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsTerminalBody_A&lt;br /&gt;
* DgnObj_ShutterBoxIron_A_01&lt;br /&gt;
* DgnObj_SliderBlockIron_B_01&lt;br /&gt;
* DgnObj_SliderBlock_B&lt;br /&gt;
* DgnObj_SliderBlock_C&lt;br /&gt;
* DgnObj_SliderBoxIron_A_01&lt;br /&gt;
* DgnObj_StoneLog_A_01&lt;br /&gt;
* DgnObj_SwitchStake_C_01&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WaterFallDungeon_A_01&lt;br /&gt;
* DgnObj_WaterPumpRemains_B&lt;br /&gt;
* DgnObj_WaterShutterL_A_01&lt;br /&gt;
* DgnObj_WaterShutterR_A_01&lt;br /&gt;
* DungeonMoveTag&lt;br /&gt;
* DungeonMoveTagContinue&lt;br /&gt;
* DungeonRotateTag&lt;br /&gt;
* DungeonRotateTag3D&lt;br /&gt;
* DungeonRotateTagContinue&lt;br /&gt;
* DungeonRotateTagGyro&lt;br /&gt;
* DungeonRotateTagGyroHammer&lt;br /&gt;
* DungeonRotateTagGyroPutter&lt;br /&gt;
* DungeonRotateTagInOrder&lt;br /&gt;
* DungeonRotateTagRemainsElec&lt;br /&gt;
* DungeonRotateTagRemainsFire&lt;br /&gt;
* DungeonRotateTagRemainsWater&lt;br /&gt;
* DungeonRotateTagRemainsWind&lt;br /&gt;
* DungeonRotateTagShuttle&lt;br /&gt;
* DungeonRotateTagSymmetrical&lt;br /&gt;
* DungeonRotateTagWaterChemical&lt;br /&gt;
* DungeonRotateTagWaterChemicalB&lt;br /&gt;
* EnduranceEnvChangeTag&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_CliffWhiteLakeHylia_A_02&lt;br /&gt;
* FldObj_DeathMountain_A_BaseDungeon&lt;br /&gt;
* FldObj_SecretBaseBoardIron_B_02&lt;br /&gt;
* FldObj_SecretBase_A_01&lt;br /&gt;
* FldObj_SecretBase_A_02&lt;br /&gt;
* FldObj_SecretBase_A_03&lt;br /&gt;
* FldObj_SecretBase_A_04&lt;br /&gt;
* LookTagRotate&lt;br /&gt;
* MergedGrudge_B-3_0&lt;br /&gt;
* MergedGrudge_B-3_1&lt;br /&gt;
* MergedGrudge_B-3_2&lt;br /&gt;
* MergedGrudge_B-4_0&lt;br /&gt;
* MergedGrudge_B-4_1&lt;br /&gt;
* MergedGrudge_B-4_2&lt;br /&gt;
* MergedGrudge_D-6_0&lt;br /&gt;
* MergedGrudge_D-8_0&lt;br /&gt;
* MergedGrudge_E-1_1&lt;br /&gt;
* MergedGrudge_E-4_0-BB&lt;br /&gt;
* MergedGrudge_E-4_0-BB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-BC&lt;br /&gt;
* MergedGrudge_E-4_0-BC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CA&lt;br /&gt;
* MergedGrudge_E-4_0-CA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CB&lt;br /&gt;
* MergedGrudge_E-4_0-CB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CC&lt;br /&gt;
* MergedGrudge_E-4_0-CC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DA&lt;br /&gt;
* MergedGrudge_E-4_0-DA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DB&lt;br /&gt;
* MergedGrudge_E-4_0-DB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DC&lt;br /&gt;
* MergedGrudge_E-4_0-DC_Far&lt;br /&gt;
* MergedGrudge_E-4_11&lt;br /&gt;
* MergedGrudge_E-4_12&lt;br /&gt;
* MergedGrudge_E-4_19&lt;br /&gt;
* MergedGrudge_F-4_0&lt;br /&gt;
* MergedGrudge_F-5_0&lt;br /&gt;
* MergedGrudge_I-3_0&lt;br /&gt;
* MergedGrudge_I-3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_0&lt;br /&gt;
* MergedGrudge_RemainsElectric_0_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_4&lt;br /&gt;
* MergedGrudge_RemainsElectric_5&lt;br /&gt;
* MergedGrudge_RemainsElectric_6&lt;br /&gt;
* MergedGrudge_RemainsElectric_7&lt;br /&gt;
* MergedGrudge_RemainsElectric_8&lt;br /&gt;
* MergedGrudge_RemainsFire_10_0&lt;br /&gt;
* MergedGrudge_RemainsFire_3_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0_1&lt;br /&gt;
* MergedGrudge_RemainsWater_0_2&lt;br /&gt;
* MergedGrudge_RemainsWater_3&lt;br /&gt;
* MergedGrudge_RemainsWater_5_1&lt;br /&gt;
* MergedGrudge_RemainsWind_0&lt;br /&gt;
* MergedGrudge_RemainsWind_0_0&lt;br /&gt;
* MergedGrudge_RemainsWind_2_0&lt;br /&gt;
* MergedGrudge_RemainsWind_5_0&lt;br /&gt;
* MergedGrudge_RemainsWind_9_0&lt;br /&gt;
* Npc_ValleyVillage031&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_MapModel_A_01&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* SitRemainsElec&lt;br /&gt;
* SitRemainsElec_Far&lt;br /&gt;
* SitRemainsFire&lt;br /&gt;
* SitRemainsFire_Far&lt;br /&gt;
* SitRemainsWater&lt;br /&gt;
* SitRemainsWater_Far&lt;br /&gt;
* SitRemainsWind&lt;br /&gt;
* SitRemainsWind_Far&lt;br /&gt;
* SwitchHit&lt;br /&gt;
* SwitchHitOnce&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TerrainHideCenterTag&lt;br /&gt;
* Test_NoseWaterPump&lt;br /&gt;
* Test_SwitchWind&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_01&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoInside_A_02&lt;br /&gt;
* TwnObj_City_GerudoMayerAudienceRoom_A_01&lt;br /&gt;
* TwnObj_GanonCocoonBreak_A_01&lt;br /&gt;
* TwnObj_GanonCocoonTop_A_01&lt;br /&gt;
* TwnObj_GanonCocoon_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Wood_A_01&lt;br /&gt;
* TwnObj_HyruleCastleSealCoverBreak_A_01&lt;br /&gt;
* TwnObj_HyruleCastleSealCover_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallFence_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallFence_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorL_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorR_A_01&lt;br /&gt;
* TwnObj_Village_HatenoTrapFloor_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWell_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraPlanter_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraPlanter_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraWindow_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraWindow_A_02&lt;br /&gt;
* TwnObj_Village_SheikerTorchStand_A_02&lt;br /&gt;
* VolcanoPloom}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableCreateLodModel || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_001_Head&lt;br /&gt;
* Armor_001_Head_B&lt;br /&gt;
* Armor_001_Lower&lt;br /&gt;
* Armor_001_Upper&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Head_B&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Head_B&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Head_B&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_005_Head&lt;br /&gt;
* Armor_005_Lower&lt;br /&gt;
* Armor_005_Upper&lt;br /&gt;
* Armor_006_Head&lt;br /&gt;
* Armor_006_Lower&lt;br /&gt;
* Armor_006_Upper&lt;br /&gt;
* Armor_007_Head&lt;br /&gt;
* Armor_007_Lower&lt;br /&gt;
* Armor_007_Upper&lt;br /&gt;
* Armor_008_Head&lt;br /&gt;
* Armor_008_Lower&lt;br /&gt;
* Armor_008_Upper&lt;br /&gt;
* Armor_009_Head&lt;br /&gt;
* Armor_009_Lower&lt;br /&gt;
* Armor_009_Upper&lt;br /&gt;
* Armor_011_Head&lt;br /&gt;
* Armor_011_Lower&lt;br /&gt;
* Armor_011_Upper&lt;br /&gt;
* Armor_012_Head&lt;br /&gt;
* Armor_012_Head_B&lt;br /&gt;
* Armor_012_Lower&lt;br /&gt;
* Armor_012_Upper&lt;br /&gt;
* Armor_014_Head&lt;br /&gt;
* Armor_014_Lower&lt;br /&gt;
* Armor_014_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Head_B&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_017_Head&lt;br /&gt;
* Armor_017_Lower&lt;br /&gt;
* Armor_017_Upper&lt;br /&gt;
* Armor_020_Head&lt;br /&gt;
* Armor_020_Lower&lt;br /&gt;
* Armor_020_Upper&lt;br /&gt;
* Armor_021_Head&lt;br /&gt;
* Armor_021_Lower&lt;br /&gt;
* Armor_021_Upper&lt;br /&gt;
* Armor_022_Head&lt;br /&gt;
* Armor_022_Head_B&lt;br /&gt;
* Armor_024_Head&lt;br /&gt;
* Armor_025_Head&lt;br /&gt;
* Armor_026_Head&lt;br /&gt;
* Armor_027_Head&lt;br /&gt;
* Armor_028_Head&lt;br /&gt;
* Armor_029_Head&lt;br /&gt;
* Armor_035_Head&lt;br /&gt;
* Armor_035_Lower&lt;br /&gt;
* Armor_035_Upper&lt;br /&gt;
* Armor_036_Head&lt;br /&gt;
* Armor_036_Lower&lt;br /&gt;
* Armor_036_Upper&lt;br /&gt;
* Armor_037_Head&lt;br /&gt;
* Armor_037_Lower&lt;br /&gt;
* Armor_037_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_040_Head&lt;br /&gt;
* Armor_040_Lower&lt;br /&gt;
* Armor_040_Upper&lt;br /&gt;
* Armor_042_Head&lt;br /&gt;
* Armor_042_Head_B&lt;br /&gt;
* Armor_042_Lower&lt;br /&gt;
* Armor_042_Upper&lt;br /&gt;
* Armor_043_Lower&lt;br /&gt;
* Armor_043_Upper&lt;br /&gt;
* Armor_044_Upper&lt;br /&gt;
* Armor_045_Head&lt;br /&gt;
* Armor_046_Head&lt;br /&gt;
* Armor_046_Lower&lt;br /&gt;
* Armor_046_Upper&lt;br /&gt;
* Armor_048_Head&lt;br /&gt;
* Armor_048_Lower&lt;br /&gt;
* Armor_048_Upper&lt;br /&gt;
* Armor_049_Lower&lt;br /&gt;
* Armor_053_Head&lt;br /&gt;
* Armor_053_Lower&lt;br /&gt;
* Armor_053_Upper&lt;br /&gt;
* Armor_055_Head&lt;br /&gt;
* Armor_056_Head&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Head_B&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Head_B&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Head_B&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_083_Head&lt;br /&gt;
* Armor_083_Lower&lt;br /&gt;
* Armor_083_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_087_Head&lt;br /&gt;
* Armor_087_Lower&lt;br /&gt;
* Armor_087_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_095_Head&lt;br /&gt;
* Armor_095_Lower&lt;br /&gt;
* Armor_095_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_099_Head&lt;br /&gt;
* Armor_099_Lower&lt;br /&gt;
* Armor_099_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_103_Head&lt;br /&gt;
* Armor_103_Lower&lt;br /&gt;
* Armor_103_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_111_Head&lt;br /&gt;
* Armor_111_Lower&lt;br /&gt;
* Armor_111_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_115_Head&lt;br /&gt;
* Armor_116_Upper&lt;br /&gt;
* Armor_117_Head&lt;br /&gt;
* Armor_118_Head&lt;br /&gt;
* Armor_119_Head&lt;br /&gt;
* Armor_120_Head&lt;br /&gt;
* Armor_121_Head&lt;br /&gt;
* Armor_122_Head&lt;br /&gt;
* Armor_123_Head&lt;br /&gt;
* Armor_124_Head&lt;br /&gt;
* Armor_125_Head&lt;br /&gt;
* Armor_126_Head&lt;br /&gt;
* Armor_127_Head&lt;br /&gt;
* Armor_128_Head&lt;br /&gt;
* Armor_129_Head&lt;br /&gt;
* Armor_130_Head&lt;br /&gt;
* Armor_131_Head&lt;br /&gt;
* Armor_132_Head&lt;br /&gt;
* Armor_133_Head&lt;br /&gt;
* Armor_134_Head&lt;br /&gt;
* Armor_135_Head&lt;br /&gt;
* Armor_136_Head&lt;br /&gt;
* Armor_137_Head&lt;br /&gt;
* Armor_138_Head&lt;br /&gt;
* Armor_139_Head&lt;br /&gt;
* Armor_140_Head&lt;br /&gt;
* Armor_140_Lower&lt;br /&gt;
* Armor_141_Lower&lt;br /&gt;
* Armor_148_Upper&lt;br /&gt;
* Armor_149_Upper&lt;br /&gt;
* Armor_150_Upper&lt;br /&gt;
* Armor_151_Upper&lt;br /&gt;
* Armor_152_Lower&lt;br /&gt;
* Armor_153_Lower&lt;br /&gt;
* Armor_154_Lower&lt;br /&gt;
* Armor_155_Lower&lt;br /&gt;
* Armor_156_Lower&lt;br /&gt;
* Armor_157_Lower&lt;br /&gt;
* Armor_158_Lower&lt;br /&gt;
* Armor_159_Lower&lt;br /&gt;
* Armor_160_Head&lt;br /&gt;
* Armor_160_Lower&lt;br /&gt;
* Armor_160_Upper&lt;br /&gt;
* Armor_168_Head&lt;br /&gt;
* Armor_169_Head&lt;br /&gt;
* Armor_170_Upper&lt;br /&gt;
* Armor_171_Head&lt;br /&gt;
* Armor_171_Lower&lt;br /&gt;
* Armor_171_Upper&lt;br /&gt;
* Armor_172_Head&lt;br /&gt;
* Armor_173_Head&lt;br /&gt;
* Armor_174_Head&lt;br /&gt;
* Armor_174_Lower&lt;br /&gt;
* Armor_174_Upper&lt;br /&gt;
* Armor_175_Upper&lt;br /&gt;
* Armor_176_Head&lt;br /&gt;
* Armor_177_Head&lt;br /&gt;
* Armor_177_Head_B&lt;br /&gt;
* Armor_178_Head&lt;br /&gt;
* Armor_178_Head_B&lt;br /&gt;
* Armor_179_Head&lt;br /&gt;
* Armor_179_Lower&lt;br /&gt;
* Armor_179_Upper&lt;br /&gt;
* Armor_180_Head&lt;br /&gt;
* Armor_180_Lower&lt;br /&gt;
* Armor_180_Upper&lt;br /&gt;
* Armor_181_Head&lt;br /&gt;
* Armor_182_Head&lt;br /&gt;
* Armor_183_Head&lt;br /&gt;
* Armor_184_Head&lt;br /&gt;
* Armor_185_Head&lt;br /&gt;
* Armor_185_Lower&lt;br /&gt;
* Armor_185_Upper&lt;br /&gt;
* Armor_186_Head&lt;br /&gt;
* Armor_187_Head&lt;br /&gt;
* Armor_188_Head&lt;br /&gt;
* Armor_189_Head&lt;br /&gt;
* Armor_190_Head&lt;br /&gt;
* Armor_191_Head&lt;br /&gt;
* Armor_192_Head&lt;br /&gt;
* Armor_193_Head&lt;br /&gt;
* Armor_194_Head&lt;br /&gt;
* Armor_195_Head&lt;br /&gt;
* Armor_196_Head&lt;br /&gt;
* Armor_197_Head&lt;br /&gt;
* Armor_198_Head&lt;br /&gt;
* Armor_199_Head&lt;br /&gt;
* Armor_200_Head&lt;br /&gt;
* Armor_200_Lower&lt;br /&gt;
* Armor_200_Upper&lt;br /&gt;
* Armor_201_Head&lt;br /&gt;
* Armor_201_Lower&lt;br /&gt;
* Armor_201_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_205_Head&lt;br /&gt;
* Armor_205_Lower&lt;br /&gt;
* Armor_205_Upper&lt;br /&gt;
* Armor_206_Head&lt;br /&gt;
* Armor_206_Lower&lt;br /&gt;
* Armor_206_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_210_Head&lt;br /&gt;
* Armor_210_Lower&lt;br /&gt;
* Armor_210_Upper&lt;br /&gt;
* Armor_211_Head&lt;br /&gt;
* Armor_211_Lower&lt;br /&gt;
* Armor_211_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_215_Head&lt;br /&gt;
* Armor_215_Lower&lt;br /&gt;
* Armor_215_Upper&lt;br /&gt;
* Armor_216_Head&lt;br /&gt;
* Armor_216_Lower&lt;br /&gt;
* Armor_216_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_220_Head&lt;br /&gt;
* Armor_220_Head_B&lt;br /&gt;
* Armor_221_Head&lt;br /&gt;
* Armor_221_Head_B&lt;br /&gt;
* Armor_222_Head&lt;br /&gt;
* Armor_222_Head_B&lt;br /&gt;
* Armor_223_Head&lt;br /&gt;
* Armor_223_Head_B&lt;br /&gt;
* Armor_224_Head&lt;br /&gt;
* Armor_224_Head_B&lt;br /&gt;
* Armor_225_Head&lt;br /&gt;
* Armor_225_Lower&lt;br /&gt;
* Armor_225_Upper&lt;br /&gt;
* Armor_226_Head&lt;br /&gt;
* Armor_226_Lower&lt;br /&gt;
* Armor_226_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_230_Head&lt;br /&gt;
* Armor_230_Lower&lt;br /&gt;
* Armor_230_Upper&lt;br /&gt;
* Armor_231_Head&lt;br /&gt;
* Armor_231_Lower&lt;br /&gt;
* Armor_231_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper&lt;br /&gt;
* Armor_Default_Extra_00&lt;br /&gt;
* Armor_Default_Extra_01&lt;br /&gt;
* Armor_Default_Head&lt;br /&gt;
* Armor_Default_Lower&lt;br /&gt;
* Armor_Default_Upper&lt;br /&gt;
* DgnMrgPrt_Dungeon000&lt;br /&gt;
* DgnMrgPrt_Dungeon001&lt;br /&gt;
* DgnMrgPrt_Dungeon002&lt;br /&gt;
* DgnMrgPrt_Dungeon003&lt;br /&gt;
* DgnMrgPrt_Dungeon004&lt;br /&gt;
* DgnMrgPrt_Dungeon005&lt;br /&gt;
* DgnMrgPrt_Dungeon006&lt;br /&gt;
* DgnMrgPrt_Dungeon007&lt;br /&gt;
* DgnMrgPrt_Dungeon008&lt;br /&gt;
* DgnMrgPrt_Dungeon009&lt;br /&gt;
* DgnMrgPrt_Dungeon010&lt;br /&gt;
* DgnMrgPrt_Dungeon011&lt;br /&gt;
* DgnMrgPrt_Dungeon012&lt;br /&gt;
* DgnMrgPrt_Dungeon013&lt;br /&gt;
* DgnMrgPrt_Dungeon014&lt;br /&gt;
* DgnMrgPrt_Dungeon015&lt;br /&gt;
* DgnMrgPrt_Dungeon016&lt;br /&gt;
* DgnMrgPrt_Dungeon017&lt;br /&gt;
* DgnMrgPrt_Dungeon018&lt;br /&gt;
* DgnMrgPrt_Dungeon019&lt;br /&gt;
* DgnMrgPrt_Dungeon020&lt;br /&gt;
* DgnMrgPrt_Dungeon021&lt;br /&gt;
* DgnMrgPrt_Dungeon022&lt;br /&gt;
* DgnMrgPrt_Dungeon023&lt;br /&gt;
* DgnMrgPrt_Dungeon024&lt;br /&gt;
* DgnMrgPrt_Dungeon025&lt;br /&gt;
* DgnMrgPrt_Dungeon026&lt;br /&gt;
* DgnMrgPrt_Dungeon027&lt;br /&gt;
* DgnMrgPrt_Dungeon028&lt;br /&gt;
* DgnMrgPrt_Dungeon029&lt;br /&gt;
* DgnMrgPrt_Dungeon030&lt;br /&gt;
* DgnMrgPrt_Dungeon031&lt;br /&gt;
* DgnMrgPrt_Dungeon032&lt;br /&gt;
* DgnMrgPrt_Dungeon033&lt;br /&gt;
* DgnMrgPrt_Dungeon034&lt;br /&gt;
* DgnMrgPrt_Dungeon035&lt;br /&gt;
* DgnMrgPrt_Dungeon036&lt;br /&gt;
* DgnMrgPrt_Dungeon037&lt;br /&gt;
* DgnMrgPrt_Dungeon038&lt;br /&gt;
* DgnMrgPrt_Dungeon039&lt;br /&gt;
* DgnMrgPrt_Dungeon040&lt;br /&gt;
* DgnMrgPrt_Dungeon041&lt;br /&gt;
* DgnMrgPrt_Dungeon042&lt;br /&gt;
* DgnMrgPrt_Dungeon043&lt;br /&gt;
* DgnMrgPrt_Dungeon044&lt;br /&gt;
* DgnMrgPrt_Dungeon045&lt;br /&gt;
* DgnMrgPrt_Dungeon046&lt;br /&gt;
* DgnMrgPrt_Dungeon047&lt;br /&gt;
* DgnMrgPrt_Dungeon048&lt;br /&gt;
* DgnMrgPrt_Dungeon049&lt;br /&gt;
* DgnMrgPrt_Dungeon050&lt;br /&gt;
* DgnMrgPrt_Dungeon051&lt;br /&gt;
* DgnMrgPrt_Dungeon052&lt;br /&gt;
* DgnMrgPrt_Dungeon053&lt;br /&gt;
* DgnMrgPrt_Dungeon054&lt;br /&gt;
* DgnMrgPrt_Dungeon055&lt;br /&gt;
* DgnMrgPrt_Dungeon056&lt;br /&gt;
* DgnMrgPrt_Dungeon057&lt;br /&gt;
* DgnMrgPrt_Dungeon058&lt;br /&gt;
* DgnMrgPrt_Dungeon059&lt;br /&gt;
* DgnMrgPrt_Dungeon060&lt;br /&gt;
* DgnMrgPrt_Dungeon061&lt;br /&gt;
* DgnMrgPrt_Dungeon062&lt;br /&gt;
* DgnMrgPrt_Dungeon063&lt;br /&gt;
* DgnMrgPrt_Dungeon064&lt;br /&gt;
* DgnMrgPrt_Dungeon065&lt;br /&gt;
* DgnMrgPrt_Dungeon066&lt;br /&gt;
* DgnMrgPrt_Dungeon067&lt;br /&gt;
* DgnMrgPrt_Dungeon068&lt;br /&gt;
* DgnMrgPrt_Dungeon069&lt;br /&gt;
* DgnMrgPrt_Dungeon070&lt;br /&gt;
* DgnMrgPrt_Dungeon071&lt;br /&gt;
* DgnMrgPrt_Dungeon072&lt;br /&gt;
* DgnMrgPrt_Dungeon073&lt;br /&gt;
* DgnMrgPrt_Dungeon074&lt;br /&gt;
* DgnMrgPrt_Dungeon075&lt;br /&gt;
* DgnMrgPrt_Dungeon076&lt;br /&gt;
* DgnMrgPrt_Dungeon077&lt;br /&gt;
* DgnMrgPrt_Dungeon078&lt;br /&gt;
* DgnMrgPrt_Dungeon079&lt;br /&gt;
* DgnMrgPrt_Dungeon080&lt;br /&gt;
* DgnMrgPrt_Dungeon081&lt;br /&gt;
* DgnMrgPrt_Dungeon082&lt;br /&gt;
* DgnMrgPrt_Dungeon083&lt;br /&gt;
* DgnMrgPrt_Dungeon084&lt;br /&gt;
* DgnMrgPrt_Dungeon085&lt;br /&gt;
* DgnMrgPrt_Dungeon086&lt;br /&gt;
* DgnMrgPrt_Dungeon087&lt;br /&gt;
* DgnMrgPrt_Dungeon088&lt;br /&gt;
* DgnMrgPrt_Dungeon089&lt;br /&gt;
* DgnMrgPrt_Dungeon090&lt;br /&gt;
* DgnMrgPrt_Dungeon091&lt;br /&gt;
* DgnMrgPrt_Dungeon092&lt;br /&gt;
* DgnMrgPrt_Dungeon093&lt;br /&gt;
* DgnMrgPrt_Dungeon094&lt;br /&gt;
* DgnMrgPrt_Dungeon095&lt;br /&gt;
* DgnMrgPrt_Dungeon096&lt;br /&gt;
* DgnMrgPrt_Dungeon097&lt;br /&gt;
* DgnMrgPrt_Dungeon098&lt;br /&gt;
* DgnMrgPrt_Dungeon099&lt;br /&gt;
* DgnMrgPrt_Dungeon100&lt;br /&gt;
* DgnMrgPrt_Dungeon101&lt;br /&gt;
* DgnMrgPrt_Dungeon102&lt;br /&gt;
* DgnMrgPrt_Dungeon103&lt;br /&gt;
* DgnMrgPrt_Dungeon104&lt;br /&gt;
* DgnMrgPrt_Dungeon105&lt;br /&gt;
* DgnMrgPrt_Dungeon106&lt;br /&gt;
* DgnMrgPrt_Dungeon107&lt;br /&gt;
* DgnMrgPrt_Dungeon108&lt;br /&gt;
* DgnMrgPrt_Dungeon109&lt;br /&gt;
* DgnMrgPrt_Dungeon110&lt;br /&gt;
* DgnMrgPrt_Dungeon111&lt;br /&gt;
* DgnMrgPrt_Dungeon112&lt;br /&gt;
* DgnMrgPrt_Dungeon113&lt;br /&gt;
* DgnMrgPrt_Dungeon114&lt;br /&gt;
* DgnMrgPrt_Dungeon115&lt;br /&gt;
* DgnMrgPrt_Dungeon116&lt;br /&gt;
* DgnMrgPrt_Dungeon117&lt;br /&gt;
* DgnMrgPrt_Dungeon118&lt;br /&gt;
* DgnMrgPrt_Dungeon119&lt;br /&gt;
* DgnMrgPrt_Dungeon120&lt;br /&gt;
* DgnMrgPrt_Dungeon121&lt;br /&gt;
* DgnMrgPrt_Dungeon122&lt;br /&gt;
* DgnMrgPrt_Dungeon123&lt;br /&gt;
* DgnMrgPrt_Dungeon124&lt;br /&gt;
* DgnMrgPrt_Dungeon125&lt;br /&gt;
* DgnMrgPrt_Dungeon126&lt;br /&gt;
* DgnMrgPrt_Dungeon127&lt;br /&gt;
* DgnMrgPrt_Dungeon128&lt;br /&gt;
* DgnMrgPrt_Dungeon129&lt;br /&gt;
* DgnMrgPrt_Dungeon130&lt;br /&gt;
* DgnMrgPrt_Dungeon131&lt;br /&gt;
* DgnMrgPrt_Dungeon132&lt;br /&gt;
* DgnMrgPrt_Dungeon133&lt;br /&gt;
* DgnMrgPrt_Dungeon134&lt;br /&gt;
* DgnMrgPrt_Dungeon135&lt;br /&gt;
* DgnMrgPrt_Dungeon136&lt;br /&gt;
* DgnObj_DLC_BattleRoom_A_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_A_02&lt;br /&gt;
* DgnObj_DLC_BattleRoom_A_03&lt;br /&gt;
* DgnObj_DLC_BattleRoom_B_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_B_02&lt;br /&gt;
* DgnObj_DLC_BattleRoom_D_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_D_02&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Ground_IbutsuTile_A_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Ground_KillAllDungeon_A_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_A_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_A_02&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_A_03&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_A_04&lt;br /&gt;
* DgnObj_DLC_DungeonWater50x50_128&lt;br /&gt;
* DgnObj_DLC_DungeonWater50x50_135&lt;br /&gt;
* DgnObj_DLC_IbutsuExLift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_WaterPump_A_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_03&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_04&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_SupplyRoomGround_A_01&lt;br /&gt;
* DgnObj_DLC_SupplyRoomLightWall_A_01&lt;br /&gt;
* DgnObj_DLC_SupplyRoomWall_A_01&lt;br /&gt;
* DgnObj_DungeonWater50x50_A_01&lt;br /&gt;
* DgnObj_EntranceShutter_A_01&lt;br /&gt;
* DgnObj_StartPointShutter&lt;br /&gt;
* Dm_Animal_Heron_A&lt;br /&gt;
* Dm_Animal_LittleBird_A&lt;br /&gt;
* Dm_Animal_Squirrel_A&lt;br /&gt;
* Dm_Armor_115_Head&lt;br /&gt;
* Dm_Enemy_Guardian_A_Sand_Perfect&lt;br /&gt;
* Dm_FireWoodDie&lt;br /&gt;
* Dm_FldObj_EnemyLookout_B_01&lt;br /&gt;
* Dm_FldObj_EnemyTrace_BoneBig_A_01&lt;br /&gt;
* Dm_FldObj_EnemyTrace_Bonesmall_A_01&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_01&lt;br /&gt;
* Dm_FldObj_SkullRockSnow_A_01&lt;br /&gt;
* Dm_FldObj_WeaponStand_A_01&lt;br /&gt;
* Dm_IbutsuWater_Plate&lt;br /&gt;
* Dm_Ibutu_Fire&lt;br /&gt;
* Dm_Item_Conductor&lt;br /&gt;
* Dm_Kibako_Contain_01&lt;br /&gt;
* Dm_Locator&lt;br /&gt;
* Dm_Locator_DLC2nd&lt;br /&gt;
* Dm_Locator_Demo2020&lt;br /&gt;
* Dm_Npc_Gerdo_Hero&lt;br /&gt;
* Dm_Npc_Gerudo_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Goron_Hammer_C_000&lt;br /&gt;
* Dm_Npc_Goron_Hero&lt;br /&gt;
* Dm_Npc_Goron_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Goron_Pickaxe_C_000&lt;br /&gt;
* Dm_Npc_Hylia_Memo&lt;br /&gt;
* Dm_Npc_Hyrule_KingSoul&lt;br /&gt;
* Dm_Npc_RevivalFairy&lt;br /&gt;
* Dm_Npc_Rito_Hero&lt;br /&gt;
* Dm_Npc_Rito_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Sheiker_Searcher_M_001&lt;br /&gt;
* Dm_Npc_Zelda_Sibyl&lt;br /&gt;
* Dm_Npc_Zora_Hero&lt;br /&gt;
* Dm_Npc_Zora_HeroSoul_Kago&lt;br /&gt;
* Dm_PlayerStole2&lt;br /&gt;
* Enemy_GanonGhost&lt;br /&gt;
* FldObj_DLC_Rock_A&lt;br /&gt;
* FldObj_FarGroundMountain_A_01&lt;br /&gt;
* FldObj_FarGroundMountain_A_01_Far&lt;br /&gt;
* FldObj_FirstShrineBedWater_A_01&lt;br /&gt;
* FldObj_FirstShrineBed_A_01&lt;br /&gt;
* FldObj_FirstShrine_A_01&lt;br /&gt;
* FldObj_RockOrangeStone_A_01_Demo&lt;br /&gt;
* FldObj_RockOrangeStone_A_02_Demo&lt;br /&gt;
* FldObj_RockOrangeStone_A_03_Demo&lt;br /&gt;
* GameROMPlayer&lt;br /&gt;
* Item_Conductor&lt;br /&gt;
* Obj_StartPointShutter&lt;br /&gt;
* Obj_StartPointShutterFrame&lt;br /&gt;
* Obj_StartPointShutterFrame_B&lt;br /&gt;
* Obj_StartPointShutter_B&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_BuildPartsStep_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_BossRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_CorridorParts_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_CorridorSecretRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_03&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_04&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_05&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_06&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_07&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_08&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_09&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_10&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_11&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_12&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_13&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_14&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_15&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_16&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_17&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_18&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_19&lt;br /&gt;
* TwnObj_HyruleCastleInside_DiningRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Library_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_ObservationRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_PrincessRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Prison_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalDock_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_SoldierCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Terrace_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_TrainingRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundEast_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_03&lt;br /&gt;
* TwnObj_HyruleCastleMap_All_A_01&lt;br /&gt;
* TwnObj_HyruleCastleMap_BossModel_A_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableDgnRotMoveFollow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DLC_WallSpikeMovableBox_A&lt;br /&gt;
* DLC_WallSpikeMovableBox_B&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4_Slide&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4_Slow&lt;br /&gt;
* DgnObj_CapShutter&lt;br /&gt;
* DgnObj_DLC_CapShutter&lt;br /&gt;
* DgnObj_DLC_EnemyLift_A_01&lt;br /&gt;
* DgnObj_DLC_EnemyLift_B_01&lt;br /&gt;
* DgnObj_DLC_IbutsuExLift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Lift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_BoxShutter_A_01&lt;br /&gt;
* DgnObj_DLC_RopeBase_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_08&lt;br /&gt;
* DgnObj_EnemyLift_A_01&lt;br /&gt;
* DgnObj_Hrl_RailLift_6x6_01&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_02&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_03&lt;br /&gt;
* DgnObj_IronBallStopper_A_01&lt;br /&gt;
* DgnObj_RailLift_Box&lt;br /&gt;
* DgnObj_ShutterArrow_A_01&lt;br /&gt;
* DgnObj_ShutterFence_A_03&lt;br /&gt;
* DgnObj_ShutterFence_A_04&lt;br /&gt;
* DgnObj_ShutterFence_A_05&lt;br /&gt;
* DgnObj_ShutterFence_A_06&lt;br /&gt;
* DgnObj_ShutterFence_B_01&lt;br /&gt;
* DgnObj_ShutterFence_B_02&lt;br /&gt;
* DgnObj_ShutterFence_B_03&lt;br /&gt;
* DgnObj_ShutterFence_B_04&lt;br /&gt;
* DgnObj_ShutterFence_B_06&lt;br /&gt;
* DgnObj_WindShutter_A&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* FldObj_AssassinDoor_A_01&lt;br /&gt;
* FldObj_AssassinDoor_A_02&lt;br /&gt;
* Obj_DragonShutter&lt;br /&gt;
* Obj_StartPointShutter&lt;br /&gt;
* Obj_StartPointShutter_B&lt;br /&gt;
* RailLift&lt;br /&gt;
* RailLiftOneWay&lt;br /&gt;
* RailLift_B&lt;br /&gt;
* SS_object_ShutterFenceOnly00&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* SwitchShutter&lt;br /&gt;
* SwitchShutterFenceWide&lt;br /&gt;
* TwnObj_HyruleCastleObject_CitadelShatter_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Iron_S_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Wood_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableFlashback || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Tower_A_01&lt;br /&gt;
* EfLocater_GrudgeRib_L&lt;br /&gt;
* EfLocater_GrudgeRib_LL&lt;br /&gt;
* EfLocater_GrudgeRib_M&lt;br /&gt;
* EfLocater_GrudgeSolid_L&lt;br /&gt;
* EfLocater_GrudgeSolid_LL&lt;br /&gt;
* EfLocater_GrudgeSolid_LLL&lt;br /&gt;
* EfLocater_GrudgeSolid_LL_02&lt;br /&gt;
* EfLocater_GrudgeSolid_L_02&lt;br /&gt;
* EfLocater_GrudgeSolid_M&lt;br /&gt;
* EfLocater_GrudgeSolid_M_02&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_01&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_02&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_03&lt;br /&gt;
* FldObj_EnemyLookout_B_01&lt;br /&gt;
* FldObj_FlagLarge_A_01&lt;br /&gt;
* FldObj_GatewayDestroyed_A_01&lt;br /&gt;
* FldObj_GatewayDestroyed_A_01_Far&lt;br /&gt;
* FldObj_HighwayHyliaPillar_A_01&lt;br /&gt;
* FldObj_MapTowerLong_A_01&lt;br /&gt;
* FldObj_MapTowerLong_A_01_Far&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01_Far&lt;br /&gt;
* FldObj_MapTower_A_01&lt;br /&gt;
* FldObj_MapTower_A_01_Far&lt;br /&gt;
* FldObj_RuinGuardianArm_A_01&lt;br /&gt;
* FldObj_RuinGuardianArm_A_02&lt;br /&gt;
* FldObj_RuinGuardianArm_A_03&lt;br /&gt;
* FldObj_RuinGuardianArm_A_04&lt;br /&gt;
* FldObj_RuinGuardian_A_01&lt;br /&gt;
* FldObj_SkullRockBroken_A_01&lt;br /&gt;
* FldObj_SkullRockBroken_A_01_Far&lt;br /&gt;
* FldObj_SoilRock_MapTower_A_01&lt;br /&gt;
* Grudge_HyruleCastle&lt;br /&gt;
* MergedGrudge_B-3_0&lt;br /&gt;
* MergedGrudge_B-3_1&lt;br /&gt;
* MergedGrudge_B-3_2&lt;br /&gt;
* MergedGrudge_B-4_0&lt;br /&gt;
* MergedGrudge_B-4_1&lt;br /&gt;
* MergedGrudge_B-4_2&lt;br /&gt;
* MergedGrudge_D-6_0&lt;br /&gt;
* MergedGrudge_D-8_0&lt;br /&gt;
* MergedGrudge_E-1_1&lt;br /&gt;
* MergedGrudge_E-4_0-BB&lt;br /&gt;
* MergedGrudge_E-4_0-BB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-BC&lt;br /&gt;
* MergedGrudge_E-4_0-BC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CA&lt;br /&gt;
* MergedGrudge_E-4_0-CA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CB&lt;br /&gt;
* MergedGrudge_E-4_0-CB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CC&lt;br /&gt;
* MergedGrudge_E-4_0-CC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DA&lt;br /&gt;
* MergedGrudge_E-4_0-DA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DB&lt;br /&gt;
* MergedGrudge_E-4_0-DB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DC&lt;br /&gt;
* MergedGrudge_E-4_0-DC_Far&lt;br /&gt;
* MergedGrudge_E-4_1&lt;br /&gt;
* MergedGrudge_E-4_10&lt;br /&gt;
* MergedGrudge_E-4_11&lt;br /&gt;
* MergedGrudge_E-4_12&lt;br /&gt;
* MergedGrudge_E-4_13&lt;br /&gt;
* MergedGrudge_E-4_14&lt;br /&gt;
* MergedGrudge_E-4_15&lt;br /&gt;
* MergedGrudge_E-4_16&lt;br /&gt;
* MergedGrudge_E-4_17&lt;br /&gt;
* MergedGrudge_E-4_18&lt;br /&gt;
* MergedGrudge_E-4_19&lt;br /&gt;
* MergedGrudge_E-4_2&lt;br /&gt;
* MergedGrudge_E-4_20&lt;br /&gt;
* MergedGrudge_E-4_3&lt;br /&gt;
* MergedGrudge_E-4_4&lt;br /&gt;
* MergedGrudge_E-4_5&lt;br /&gt;
* MergedGrudge_E-4_6&lt;br /&gt;
* MergedGrudge_E-4_7&lt;br /&gt;
* MergedGrudge_E-4_8&lt;br /&gt;
* MergedGrudge_E-4_9&lt;br /&gt;
* MergedGrudge_F-4_0&lt;br /&gt;
* MergedGrudge_F-5_0&lt;br /&gt;
* MergedGrudge_I-3_0&lt;br /&gt;
* MergedGrudge_I-3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_0&lt;br /&gt;
* MergedGrudge_RemainsElectric_0_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_1_3&lt;br /&gt;
* MergedGrudge_RemainsElectric_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_4&lt;br /&gt;
* MergedGrudge_RemainsElectric_5&lt;br /&gt;
* MergedGrudge_RemainsElectric_6&lt;br /&gt;
* MergedGrudge_RemainsElectric_7&lt;br /&gt;
* MergedGrudge_RemainsElectric_8&lt;br /&gt;
* MergedGrudge_RemainsElectric_9_4&lt;br /&gt;
* MergedGrudge_RemainsFire_10_0&lt;br /&gt;
* MergedGrudge_RemainsFire_1_0&lt;br /&gt;
* MergedGrudge_RemainsFire_2_0&lt;br /&gt;
* MergedGrudge_RemainsFire_3_0&lt;br /&gt;
* MergedGrudge_RemainsFire_4_0&lt;br /&gt;
* MergedGrudge_RemainsFire_5_0&lt;br /&gt;
* MergedGrudge_RemainsFire_6_0&lt;br /&gt;
* MergedGrudge_RemainsFire_7_0&lt;br /&gt;
* MergedGrudge_RemainsFire_8_0&lt;br /&gt;
* MergedGrudge_RemainsFire_9_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0_1&lt;br /&gt;
* MergedGrudge_RemainsWater_0_2&lt;br /&gt;
* MergedGrudge_RemainsWater_1_4&lt;br /&gt;
* MergedGrudge_RemainsWater_2&lt;br /&gt;
* MergedGrudge_RemainsWater_3&lt;br /&gt;
* MergedGrudge_RemainsWater_4&lt;br /&gt;
* MergedGrudge_RemainsWater_5_1&lt;br /&gt;
* MergedGrudge_RemainsWater_6&lt;br /&gt;
* MergedGrudge_RemainsWater_7&lt;br /&gt;
* MergedGrudge_RemainsWind_0&lt;br /&gt;
* MergedGrudge_RemainsWind_0_0&lt;br /&gt;
* MergedGrudge_RemainsWind_1_0&lt;br /&gt;
* MergedGrudge_RemainsWind_2_0&lt;br /&gt;
* MergedGrudge_RemainsWind_3_0&lt;br /&gt;
* MergedGrudge_RemainsWind_4&lt;br /&gt;
* MergedGrudge_RemainsWind_5_0&lt;br /&gt;
* MergedGrudge_RemainsWind_6_0&lt;br /&gt;
* MergedGrudge_RemainsWind_7_0&lt;br /&gt;
* MergedGrudge_RemainsWind_8&lt;br /&gt;
* MergedGrudge_RemainsWind_9_0&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TwnObj_CommissionPlace_A_01&lt;br /&gt;
* TwnObj_CommissionPlace_A_01_Far&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallPartsEndBreak_A_01&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallPartsEndBreak_A_02&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallParts_A_03&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallWatchTower_D_01&lt;br /&gt;
* TwnObj_GanonCocoonBreak_A_01&lt;br /&gt;
* TwnObj_GanonCocoonTop_A_01&lt;br /&gt;
* TwnObj_GanonCocoon_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Generator_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_Past_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_02&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_03&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_04&lt;br /&gt;
* TwnObj_HyruleCastleBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Cliff_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_Blockade_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_BossRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_CorridorParts_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_03&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_04&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_05&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_06&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_07&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_08&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_09&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_10&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_11&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_12&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_13&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_14&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_15&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_16&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_17&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_18&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_19&lt;br /&gt;
* TwnObj_HyruleCastleInside_DiningRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_FetchingWaterRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_Library_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_ObservationRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_PrincessRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_PrincessRoom_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_Prison_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalDock_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_SoldierCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Terrace_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_TrainingRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundEast_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_03&lt;br /&gt;
* TwnObj_HyruleCastleMap_BossModel_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BigTorchOn_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BigTorch_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BookShelf_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BookShelf_Iron_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_CitadelShatter_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SelectorSwitch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShatterFence_Wood_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Shelf_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShutterFence_Iron_M_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Sofa_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Stanchion_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StandTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StandTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SteppingSwitch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StoneStatue_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StoneStatue_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Iron_S_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Wood_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableSet_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableSet_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorchOn_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_After_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponOrnament_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponOrnament_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_A_02&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_B_01&lt;br /&gt;
* TwnObj_HyruleCastleSealCoverBreak_A_01&lt;br /&gt;
* TwnObj_HyruleCastleSealCover_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_Arbor_A_02&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_B_01&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_GanonGrudge_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GanonGrudge_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorL_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorR_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_SecondCitadel_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_SecondCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_ThirdCitadel_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_ThirdCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCityStoneFenceSet_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_02&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_03&lt;br /&gt;
* TwnObj_HyruleCity_Flag_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Flag_B_01&lt;br /&gt;
* TwnObj_HyruleCity_FlowerBed_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Fountain_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_03&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_04&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_05&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_06&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_07&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_08&lt;br /&gt;
* TwnObj_HyruleCity_Shop_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Slope_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Slope_A_02&lt;br /&gt;
* TwnObj_HyruleCity_Tower_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Well_A_01&lt;br /&gt;
* TwnObj_StableHostel_A_01&lt;br /&gt;
* TwnObj_StableHostel_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableForbidPushJob || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* AssassinWindCutter&lt;br /&gt;
* BGCameraPos&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* BrightArrow&lt;br /&gt;
* BrightArrowTP&lt;br /&gt;
* DgnObj_IbutsuElectricBody_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricLeg_A_01&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* Enemy_GanonGhost&lt;br /&gt;
* EventTimerTag&lt;br /&gt;
* FireArrow&lt;br /&gt;
* FldObj_DLC_ShootingStarCollaboration&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_ShootingStar&lt;br /&gt;
* FldObj_WindmillWheel_A_01&lt;br /&gt;
* FldObj_WindmillWheel_A_02&lt;br /&gt;
* GanonBeastBeam&lt;br /&gt;
* IceArrow&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Npc_Zora030&lt;br /&gt;
* Obj_Moon_A_01&lt;br /&gt;
* Obj_Sun_A_01&lt;br /&gt;
* Obj_SupportApp_Wind&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsElectric_Far&lt;br /&gt;
* RemainsElectric_WeakPoint&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsFire_Far&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWaterChaseBullet&lt;br /&gt;
* RemainsWaterExplodeBullet&lt;br /&gt;
* RemainsWater_Far&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* RemainsWind_Barrier_A_01&lt;br /&gt;
* RemainsWind_Battery_A_01&lt;br /&gt;
* RemainsWind_Far&lt;br /&gt;
* TwnObj_AncientCivilLaboWindMill_A_01&lt;br /&gt;
* TwnObj_StableHostelPinwheel_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWindmill_Wing_A_01&lt;br /&gt;
* Weapon_Arrow_020}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableHideNonDemoMember || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Animal_Gull_Swarm&lt;br /&gt;
* Animal_Pigeon_B_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm_HeapMeasure&lt;br /&gt;
* AssassinIronBall&lt;br /&gt;
* AssassinRockBall&lt;br /&gt;
* DgnObj_CapShutter&lt;br /&gt;
* DgnObj_DLC_CapShutter&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_08&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_08&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_03&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_02&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_03&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_04&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_05&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_06&lt;br /&gt;
* DgnObj_ShutterFence_A_03&lt;br /&gt;
* DgnObj_ShutterFence_A_04&lt;br /&gt;
* DgnObj_ShutterFence_A_05&lt;br /&gt;
* DgnObj_ShutterFence_A_06&lt;br /&gt;
* DgnObj_ShutterKeyFrame_A&lt;br /&gt;
* DgnObj_SwitchShutterFrame_A&lt;br /&gt;
* Dm_Npc_Gerudo_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Goron_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_RevivalFairy&lt;br /&gt;
* Dm_Npc_Rito_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Zora_HeroSoul_Kago&lt;br /&gt;
* EnemyGanonShockWave&lt;br /&gt;
* EnemyShockWave&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Stump&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Trunk&lt;br /&gt;
* FldObj_GoronCannonSwitch_A_01&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Stump&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_01_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Stump&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* GanonShockWave&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Stump&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Stump&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Stump&lt;br /&gt;
* Obj_TreePine_A_01_Stump&lt;br /&gt;
* PlayerShockWave&lt;br /&gt;
* PriestBossShockWave&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsElectric_Far&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsFire_Drone_A_01&lt;br /&gt;
* RemainsFire_Far&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWater_Far&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* RemainsWind_Far&lt;br /&gt;
* SS_object_ShutterFenceOnly00&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* SiteBossSpearShockWave&lt;br /&gt;
* SwitchShutter&lt;br /&gt;
* SwitchShutterFenceWide&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Stump&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Stump&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Stump&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Stump&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableMessageDialogName || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Weapon_Sword_502&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_02&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_03&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_01_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_02_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_03_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_04_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_05_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_06_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_07_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_08_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_09_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_10_ma&lt;br /&gt;
* FldObj_SignboardStone_A_01&lt;br /&gt;
* FldObj_SignboardStone_Macuse&lt;br /&gt;
* FldObj_SignboardStone_giant&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* NPC_CaptionVoice&lt;br /&gt;
* NPC_GodVoice&lt;br /&gt;
* NPC_PublicVoice&lt;br /&gt;
* NPC_SystemTextBoard&lt;br /&gt;
* NPC_SystemTextDemonStatue&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_B_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_02&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_03&lt;br /&gt;
* TwnObj_City_GerudoSighboard_A_01&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_02&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_03&lt;br /&gt;
* TwnObj_City_GoronSignboard_B_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoLinkHouseNamePlate_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_03&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_04&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk&lt;br /&gt;
* TwnObj_Village_RitoHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_RitoPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_RitoTailorSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerGrocerySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTailorSign_A_01&lt;br /&gt;
* TwnObj_ZoraLithograph_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableRegisterVillagerMgr || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_Npc_Hyrule_KingSoul&lt;br /&gt;
* Npc_Assassin_001&lt;br /&gt;
* Npc_Assassin_002&lt;br /&gt;
* Npc_Assassin_003&lt;br /&gt;
* Npc_Assassin_004&lt;br /&gt;
* Npc_Assassin_005&lt;br /&gt;
* Npc_Assassin_006&lt;br /&gt;
* Npc_Assassin_007&lt;br /&gt;
* Npc_Assassin_008&lt;br /&gt;
* Npc_Assassin_009&lt;br /&gt;
* Npc_Assassin_010&lt;br /&gt;
* Npc_Attacked_001&lt;br /&gt;
* Npc_Attacked_002&lt;br /&gt;
* Npc_Attacked_003&lt;br /&gt;
* Npc_Attacked_004&lt;br /&gt;
* Npc_Attacked_005&lt;br /&gt;
* Npc_Attacked_006&lt;br /&gt;
* Npc_Attacked_006_DLC2nd&lt;br /&gt;
* Npc_Attacked_007&lt;br /&gt;
* Npc_Attacked_008&lt;br /&gt;
* Npc_Attacked_009&lt;br /&gt;
* Npc_Attacked_010&lt;br /&gt;
* Npc_Attacked_011&lt;br /&gt;
* Npc_Attacked_011_DLC2nd&lt;br /&gt;
* Npc_Attacked_012&lt;br /&gt;
* Npc_Challenge093Lady&lt;br /&gt;
* Npc_FaronWoods006&lt;br /&gt;
* Npc_FaronWoods008&lt;br /&gt;
* Npc_FaronWoods009&lt;br /&gt;
* Npc_FollowGoron&lt;br /&gt;
* Npc_Gaman01_DLC2nd&lt;br /&gt;
* Npc_Gaman02_DLC2nd&lt;br /&gt;
* Npc_Gaman03_DLC2nd&lt;br /&gt;
* Npc_HorseBuyer&lt;br /&gt;
* Npc_King_Parasail002&lt;br /&gt;
* Npc_King_Parasail004&lt;br /&gt;
* Npc_King_Parasail005&lt;br /&gt;
* Npc_King_Vagrant001&lt;br /&gt;
* Npc_King_Vagrant003&lt;br /&gt;
* Npc_King_Vagrant004&lt;br /&gt;
* Npc_King_Vagrant005&lt;br /&gt;
* Npc_King_Vagrant006&lt;br /&gt;
* Npc_King_Vagrant007&lt;br /&gt;
* Npc_MamonoShop&lt;br /&gt;
* Npc_Musician_001&lt;br /&gt;
* Npc_Musician_002&lt;br /&gt;
* Npc_Musician_003&lt;br /&gt;
* Npc_Musician_005&lt;br /&gt;
* Npc_Musician_007&lt;br /&gt;
* Npc_Musician_012&lt;br /&gt;
* Npc_Musician_014&lt;br /&gt;
* Npc_Musician_015&lt;br /&gt;
* Npc_Musician_AoC_BalladOfHeroes&lt;br /&gt;
* Npc_Musician_AoC_BalladOfHeroes_Last&lt;br /&gt;
* Npc_Musician_AoC_HeroGerudo&lt;br /&gt;
* Npc_Musician_AoC_HeroGerudoRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroGoron&lt;br /&gt;
* Npc_Musician_AoC_HeroGoronRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroRito&lt;br /&gt;
* Npc_Musician_AoC_HeroRitoRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroZora&lt;br /&gt;
* Npc_Musician_AoC_HeroZoraRelief&lt;br /&gt;
* Npc_NakedIslandPriest&lt;br /&gt;
* Npc_OldKorok_Forest&lt;br /&gt;
* Npc_OldKorok_Help&lt;br /&gt;
* Npc_OldKorok_Rvs&lt;br /&gt;
* Npc_OldKorok_WetLand&lt;br /&gt;
* Npc_Road_001&lt;br /&gt;
* Npc_Road_002&lt;br /&gt;
* Npc_Road_003&lt;br /&gt;
* Npc_Road_004&lt;br /&gt;
* Npc_Road_005&lt;br /&gt;
* Npc_Road_006&lt;br /&gt;
* Npc_Road_007&lt;br /&gt;
* Npc_Road_008&lt;br /&gt;
* Npc_Road_009&lt;br /&gt;
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* Npc_Road_011&lt;br /&gt;
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* Npc_Road_013&lt;br /&gt;
* Npc_Road_014&lt;br /&gt;
* Npc_Road_015&lt;br /&gt;
* Npc_Road_016&lt;br /&gt;
* Npc_Road_017&lt;br /&gt;
* Npc_Road_018&lt;br /&gt;
* Npc_Road_019&lt;br /&gt;
* Npc_Road_020&lt;br /&gt;
* Npc_Road_021&lt;br /&gt;
* Npc_Road_022&lt;br /&gt;
* Npc_Road_023&lt;br /&gt;
* Npc_Road_024&lt;br /&gt;
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* Npc_Road_026&lt;br /&gt;
* Npc_Road_027&lt;br /&gt;
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* Npc_Road_031&lt;br /&gt;
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* Npc_Road_033&lt;br /&gt;
* Npc_Road_034&lt;br /&gt;
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* Npc_Road_040&lt;br /&gt;
* Npc_Road_041&lt;br /&gt;
* Npc_Road_042&lt;br /&gt;
* Npc_Road_043&lt;br /&gt;
* Npc_Road_044&lt;br /&gt;
* Npc_Road_045&lt;br /&gt;
* Npc_SouthernVillage012&lt;br /&gt;
* Npc_Strange_Beacon&lt;br /&gt;
* Npc_ValleyVillage031&lt;br /&gt;
* Npc_Zora030&lt;br /&gt;
* Npc_oasis033}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableResidentUnit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* LastRiddenHorse_ForEvent&lt;br /&gt;
* OwnedHorseOrCreate_ForEvent&lt;br /&gt;
* OwnedHorse_ForEvent&lt;br /&gt;
* ReinsOfOwnedHorseOrCreate_ForEvent&lt;br /&gt;
* SaddleOfOwnedHorseOrCreate_ForEvent}}&lt;br /&gt;
|-&lt;br /&gt;
| DisableUseLodModel || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_Gaman01_DLC2nd&lt;br /&gt;
* Npc_Gaman02_DLC2nd&lt;br /&gt;
* Npc_Gaman03_DLC2nd&lt;br /&gt;
* Npc_Goron022}}&lt;br /&gt;
|-&lt;br /&gt;
| Door || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Gerud_SecretClubDoor_A&lt;br /&gt;
* TwnObj_AncientCivilLaboDoor_A_01&lt;br /&gt;
* TwnObj_AncientCivilLaboDoor_B_01&lt;br /&gt;
* TwnObj_ArtifactObservationPostDoor_A_01&lt;br /&gt;
* TwnObj_GateKeeperHouse_Door_A_01&lt;br /&gt;
* TwnObj_HeburaLodge_Door_A_01&lt;br /&gt;
* TwnObj_Village_HatenoHotelDoor_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouseDoor_A_01&lt;br /&gt;
* TwnObj_Village_Hatenodoor_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraDoor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerDoor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerInpaDoor_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DoubleDoor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_AncientCivilLaboDoor_B_01&lt;br /&gt;
* TwnObj_Village_HatenoHotelDoor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerInpaDoor_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DrinkItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
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* Item_Material_05}}&lt;br /&gt;
|-&lt;br /&gt;
| EatItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
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* Animal_Insect_KimoP&lt;br /&gt;
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* BeeHome&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
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* Item_Cook_G_10&lt;br /&gt;
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* Item_Cook_I_04&lt;br /&gt;
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* Item_Cook_I_09&lt;br /&gt;
* Item_Cook_I_10&lt;br /&gt;
* Item_Cook_I_11&lt;br /&gt;
* Item_Cook_I_12&lt;br /&gt;
* Item_Cook_I_13&lt;br /&gt;
* Item_Cook_I_14&lt;br /&gt;
* Item_Cook_I_15&lt;br /&gt;
* Item_Cook_I_16&lt;br /&gt;
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* Item_Cook_J_01&lt;br /&gt;
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* Item_Cook_K_08&lt;br /&gt;
* Item_Cook_L_01&lt;br /&gt;
* Item_Cook_L_02&lt;br /&gt;
* Item_Cook_L_03&lt;br /&gt;
* Item_Cook_L_04&lt;br /&gt;
* Item_Cook_L_05&lt;br /&gt;
* Item_Cook_M_01&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* Obj_FireWoodBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| EffectiveAncientArrow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_GanonBeast_WeakPoint&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* GuardianBeamCannon&lt;br /&gt;
* GuardianWeakPoint&lt;br /&gt;
* Guardian_A_BrokenLeg_L&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Moss&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Sand&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Snow&lt;br /&gt;
* Guardian_A_BrokenLeg_S&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Moss&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Sand&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Snow&lt;br /&gt;
* Guardian_A_Leg&lt;br /&gt;
* Guardian_A_Leg_Moss&lt;br /&gt;
* Guardian_A_Leg_Sand&lt;br /&gt;
* Guardian_A_Leg_Snow&lt;br /&gt;
* Guardian_C_Propeller&lt;br /&gt;
* Guardian_C_Propeller_Clean&lt;br /&gt;
* RemainsFire_Drone_A_01&lt;br /&gt;
* RemainsWind_Battery_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| EnableForbidPushJob || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_DungeonLava50x50_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuExD_FireBox_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuExOutWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_DeathMtLavaFall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Floor_A_01&lt;br /&gt;
* DgnObj_DLC_SwordLight_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| EnableRemainsScene || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_01&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_01_Far&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_02&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_02_Far&lt;br /&gt;
* FldObj_AncientLake_A_01&lt;br /&gt;
* FldObj_AncientLake_A_01_Far&lt;br /&gt;
* FldObj_AncientLake_A_02&lt;br /&gt;
* FldObj_AncientLake_A_02_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyConstantBind || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_GanonBeast_WeakPoint&lt;br /&gt;
* Enemy_Giant_Attention&lt;br /&gt;
* Enemy_Giant_WeakPoint&lt;br /&gt;
* Enemy_Golem_R_WeakPoint&lt;br /&gt;
* Enemy_Golem_WeakPoint&lt;br /&gt;
* Enemy_Golem_WeakPoint_02&lt;br /&gt;
* Enemy_Golem_WeakPoint_03&lt;br /&gt;
* Enemy_SiteBoss_Spear_Attention&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_IronBall&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone&lt;br /&gt;
* Priest_Boss_ShadowClone_Bullet&lt;br /&gt;
* Priest_Boss_ShadowClone_Real&lt;br /&gt;
* RemainsElectricCannon&lt;br /&gt;
* RemainsElectric_WeakPoint}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyFortressMgr || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* EnemyChatFortMgrTag&lt;br /&gt;
* EnemyDanceFortMgrTag&lt;br /&gt;
* EnemyFortressMgrTag}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyHide || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_KibakoDungeon_040&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoDungeon&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_01&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_02&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_03&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_01&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_02&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_03}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyHornTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyHuge || Marks the enemy as large in size (effect, if any, unknown) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_Material_08}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyMidsize || Marks the enemy as midsize (effect, if any, unknown) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyNoStrikeLightning || Lightning will never strike the enemy even if they are holding metal || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_SandwormR}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyNotPick || ?{{check}} Marks the bow, weapon, or shield as unable to be picked up and used by enemies&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyNotTarget || ?{{check}} Makes the NPC unable to be targeted by enemies&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_FollowGoron}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyOctarock || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemySiteBoss_R || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword_R}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Boar_C&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_SunazarashiSP_A&lt;br /&gt;
* Animal_Sunazarashi_A&lt;br /&gt;
* Animal_WildGoat_A}}&lt;br /&gt;
|-&lt;br /&gt;
| EnemyView || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BoarMeat&lt;br /&gt;
* BoarMeat_Frame&lt;br /&gt;
* EnemyLookTag&lt;br /&gt;
* EnemyLookTag_Happy&lt;br /&gt;
* EnemyLookTag_Noise&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* FireWoodFromBundle&lt;br /&gt;
* Fire_For_MapObj_L&lt;br /&gt;
* GamanFire&lt;br /&gt;
* Item_CookSet&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* Item_CookSet_PanOnly&lt;br /&gt;
* SignalFireWood&lt;br /&gt;
* Strange_Beacon_CookSet}}&lt;br /&gt;
|-&lt;br /&gt;
| EventParticipatePreActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_FairySpring_A_01&lt;br /&gt;
* TwnObj_FairySpring_A_01_Far&lt;br /&gt;
* TwnObj_FairySpring_B_01&lt;br /&gt;
* TwnObj_FairySpring_B_01_Far&lt;br /&gt;
* TwnObj_FairySpring_C_01&lt;br /&gt;
* TwnObj_FairySpring_C_01_Far&lt;br /&gt;
* TwnObj_FairySpring_D_01&lt;br /&gt;
* TwnObj_FairySpring_D_01_Far&lt;br /&gt;
* TwnObj_FairySpring_E_01&lt;br /&gt;
* TwnObj_FairySpring_E_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| ExclusionDefeatFlagCount || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_SandwormR}}&lt;br /&gt;
|-&lt;br /&gt;
| ExclusionFromSandwichDetection || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| ExistOnlyTrunk || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* BarrelBomb_Balloon&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2}}&lt;br /&gt;
|-&lt;br /&gt;
| ExplosivesEnemyAI || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2}}&lt;br /&gt;
|-&lt;br /&gt;
| Fairy || Marks the actor as a fairy || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_F}}&lt;br /&gt;
|-&lt;br /&gt;
| FarModelDisable || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_DLC_Rock_A&lt;br /&gt;
* FldObj_MapTower_A_01&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* SitRemainsElec&lt;br /&gt;
* SitRemainsFire&lt;br /&gt;
* SitRemainsWater&lt;br /&gt;
* SitRemainsWind&lt;br /&gt;
* TwnObj_HyruleCastle_A_01&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| FarModelEnable || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02&lt;br /&gt;
* FldObj_HyliaBridgeGate_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTowerBase_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinTowerBase_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01_Far&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01&lt;br /&gt;
* FldObj_Mound_A_01&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_01&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_02&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_03&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_04&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_05&lt;br /&gt;
* FldObj_ScaffoldWood_A_01&lt;br /&gt;
* FldObj_ScaffoldWood_A_01_Far&lt;br /&gt;
* MergedGrudge_E-4_0-BB&lt;br /&gt;
* MergedGrudge_E-4_0-BB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-BC&lt;br /&gt;
* MergedGrudge_E-4_0-BC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CA&lt;br /&gt;
* MergedGrudge_E-4_0-CA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CB&lt;br /&gt;
* MergedGrudge_E-4_0-CB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-CC&lt;br /&gt;
* MergedGrudge_E-4_0-CC_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DA&lt;br /&gt;
* MergedGrudge_E-4_0-DA_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DB&lt;br /&gt;
* MergedGrudge_E-4_0-DB_Far&lt;br /&gt;
* MergedGrudge_E-4_0-DC&lt;br /&gt;
* MergedGrudge_E-4_0-DC_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| ForceAwarenessCreation_Enemy || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirOcta_Tag&lt;br /&gt;
* Priest_Boss_MetaAI}}&lt;br /&gt;
|-&lt;br /&gt;
| ForceCalcInEvent || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* ActorRecreateTag&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Animal_Gull_Swarm&lt;br /&gt;
* Animal_Pigeon_B_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm_HeapMeasure&lt;br /&gt;
* BottomTag&lt;br /&gt;
* BowlPin&lt;br /&gt;
* BoxWaterSound&lt;br /&gt;
* CameraVibrateTag&lt;br /&gt;
* ChangeWeatherTag&lt;br /&gt;
* ChangeWindTag&lt;br /&gt;
* Chemical&lt;br /&gt;
* CollaboShootingStarArea&lt;br /&gt;
* DLC_ChallengeChainRing&lt;br /&gt;
* DLC_ChallengeChainRing_Last&lt;br /&gt;
* DLC_TwnObj_FlightTraningTarget_A_01&lt;br /&gt;
* DgnObj_ElectricCable_FinalTrial&lt;br /&gt;
* DgnObj_ElectricGenerator_A_01&lt;br /&gt;
* DgnObj_ElectricWire_A_02&lt;br /&gt;
* DgnObj_ElectricWire_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_NoneModel&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_NoneModel_L&lt;br /&gt;
* Dm_Npc_Gerudo_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Goron_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_RevivalFairy&lt;br /&gt;
* Dm_Npc_Rito_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Zora_HeroSoul_Kago&lt;br /&gt;
* EnduranceEnvChangeTag&lt;br /&gt;
* EnemyGanonShockWave&lt;br /&gt;
* EnemyShockWave&lt;br /&gt;
* EnvSeEmitPointBirdSubTropic&lt;br /&gt;
* EnvSeEmitPointBirdSubarctic&lt;br /&gt;
* EnvSeEmitPointBirdTemperate&lt;br /&gt;
* EnvSeEmitPointBirdTropical&lt;br /&gt;
* EnvSeEmitPointBirdWet&lt;br /&gt;
* EnvSeEmitPointBirdWetSubtropic&lt;br /&gt;
* EnvSeEmitPointInsectSubarctic&lt;br /&gt;
* EnvSeEmitPointInsectSubtoropical&lt;br /&gt;
* EnvSeEmitPointInsectTemperate&lt;br /&gt;
* EnvSeEmitPointInsectTropical&lt;br /&gt;
* EnvSoundGrass&lt;br /&gt;
* EnvSoundTree&lt;br /&gt;
* EnvSoundWater&lt;br /&gt;
* EventTimerTag&lt;br /&gt;
* FidObj_TorchStand_A_01_100enemy&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_02_Far&lt;br /&gt;
* FldObj_FlagChallengeGoal_A&lt;br /&gt;
* FldObj_FlagLarge_A_01&lt;br /&gt;
* FldObj_FlagLarge_A_02&lt;br /&gt;
* FldObj_HangedLamp_A_100enemy&lt;br /&gt;
* FldObj_KorokGoal_A_01&lt;br /&gt;
* FldObj_SecretBaseFlag_A_01&lt;br /&gt;
* FldObj_StageGerdoFlagBase_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_02&lt;br /&gt;
* FldObj_TorchStandBone_A_01_100enemy&lt;br /&gt;
* GanonShockWave&lt;br /&gt;
* GetItemSound&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* NoUseDRCAppTag&lt;br /&gt;
* Obj_Moon_A_01&lt;br /&gt;
* Obj_Sun_A_01&lt;br /&gt;
* OutActorRecreateTag&lt;br /&gt;
* PlayerFootStep&lt;br /&gt;
* PlayerShockWave&lt;br /&gt;
* PriestBossShockWave&lt;br /&gt;
* ReactionField&lt;br /&gt;
* ReactionHit&lt;br /&gt;
* RopeWire_DemoCalc&lt;br /&gt;
* SiteBossSpearShockWave&lt;br /&gt;
* SoundProxyClappers&lt;br /&gt;
* SoundProxyDeathMountain&lt;br /&gt;
* SoundProxyDungenMoveTag01&lt;br /&gt;
* SoundProxyDungenRotateTag01&lt;br /&gt;
* SoundProxyDungenRotateTag02&lt;br /&gt;
* SoundProxyDungenRotateTag03&lt;br /&gt;
* SoundProxyDungenRotateTagWater&lt;br /&gt;
* SoundProxyDungeonMoveTag_DLC_WallDoor&lt;br /&gt;
* SoundProxyDungeonMoveTag_DLC_WallGate&lt;br /&gt;
* SoundProxyDungeonMoveTag_FinalTrialStartLift&lt;br /&gt;
* SoundProxyDungeonMoveTag_RailLift&lt;br /&gt;
* SoundProxyDungeonMoveTag_Stairs&lt;br /&gt;
* SoundProxyDungeonMoveTag_StandLift&lt;br /&gt;
* SoundProxyDungeonMoveTag_StandLiftFar&lt;br /&gt;
* SoundProxyDungeonMoveTag_StoneBox&lt;br /&gt;
* SoundProxyDungeonMoveTag_WallApproaching&lt;br /&gt;
* SoundProxyDungeonMoveTag_WallGate&lt;br /&gt;
* SoundProxyDungeonRotateTagWaterLarge&lt;br /&gt;
* SoundProxyDungeonRotateTag_Board&lt;br /&gt;
* SoundProxyDungeonRotateTag_Cage&lt;br /&gt;
* SoundProxyDungeonRotateTag_Cube&lt;br /&gt;
* SoundProxyDungeonRotateTag_DLC_Stand&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialDrum&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialRotateWall&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialRotateWall_Fire&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialRotateWall_Water&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialRotateWall_Wind&lt;br /&gt;
* SoundProxyDungeonRotateTag_FinalTrialStickSpike&lt;br /&gt;
* SoundProxyDungeonRotateTag_Floor&lt;br /&gt;
* SoundProxyDungeonRotateTag_HugeBlock&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecDrumCover&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecDrumFloor&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecNeck&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecNeckCover&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecRollerStand&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsElecTail&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsFireBody&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsWaterNose&lt;br /&gt;
* SoundProxyDungeonRotateTag_RemainsWindWing&lt;br /&gt;
* SoundProxyDungeonRotateTag_Slope&lt;br /&gt;
* SoundProxyDungeonRotateTag_SlopeSpike&lt;br /&gt;
* SoundProxyDungeonRotateTag_Stand&lt;br /&gt;
* SoundProxyDungeonRotateTag_StickMulti&lt;br /&gt;
* SoundProxyDungeonRotateTag_StickSpikeBoard&lt;br /&gt;
* SoundProxyDungeonRotateTag_WaterStand&lt;br /&gt;
* SoundProxyDungeonWaterSurfaceFlow&lt;br /&gt;
* SoundProxyDungeonWaterSurfaceFlow_BattleStage&lt;br /&gt;
* SoundProxyDungeonWaterSurfaceFlow_Slope&lt;br /&gt;
* SoundProxyFirstShrine&lt;br /&gt;
* SoundProxyInDoorOnlyWater&lt;br /&gt;
* SoundProxyLavafallL&lt;br /&gt;
* SoundProxyLavafallS&lt;br /&gt;
* SoundProxySpringWater_BraveHorsePark&lt;br /&gt;
* SoundProxySpringWater_ZoraKingRoom&lt;br /&gt;
* SoundProxyWatefallIndoorAndOutdoorS&lt;br /&gt;
* SoundProxyWatefallIndoorS&lt;br /&gt;
* SoundProxyWatefallS&lt;br /&gt;
* Test_ElectricCable&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_02&lt;br /&gt;
* TwnObj_HyruleCity_Flag_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Flag_B_01&lt;br /&gt;
* TwnObj_Village_RitoWindmillWheel_A_01&lt;br /&gt;
* TwnObj_Village_RitoWindmillWheel_A_02&lt;br /&gt;
* WarpTag&lt;br /&gt;
* WaterObjSound}}&lt;br /&gt;
|-&lt;br /&gt;
| GetAnotherActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Animal_Crow_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Gull_Swarm&lt;br /&gt;
* Animal_Gull_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Pigeon_B_Swarm&lt;br /&gt;
* Animal_Pigeon_B_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Pigeon_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm_HeapMeasure&lt;br /&gt;
* BoarMeat&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* GameRomHorse01&lt;br /&gt;
* GameRomHorse02&lt;br /&gt;
* GameRomHorse03&lt;br /&gt;
* GameRomHorse04&lt;br /&gt;
* GameRomHorse05&lt;br /&gt;
* GameRomHorse06&lt;br /&gt;
* GameRomHorse07&lt;br /&gt;
* GameRomHorse08&lt;br /&gt;
* GameRomHorse09&lt;br /&gt;
* GameRomHorse10&lt;br /&gt;
* GameRomHorse11&lt;br /&gt;
* GameRomHorse12&lt;br /&gt;
* GameRomHorse13&lt;br /&gt;
* GameRomHorse14&lt;br /&gt;
* GameRomHorse15&lt;br /&gt;
* GameRomHorse16&lt;br /&gt;
* GameRomHorse17&lt;br /&gt;
* GameRomHorse18&lt;br /&gt;
* GameRomHorse19&lt;br /&gt;
* GameRomHorse20&lt;br /&gt;
* GameRomHorse21&lt;br /&gt;
* GameRomHorse22&lt;br /&gt;
* GameRomHorse23&lt;br /&gt;
* TreasureSpot_00}}&lt;br /&gt;
|-&lt;br /&gt;
| GrassDrop || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_J}}&lt;br /&gt;
|-&lt;br /&gt;
| GroupingDisplayItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_HatenoVillage019&lt;br /&gt;
* Npc_HighMountain008&lt;br /&gt;
* Npc_Kakariko006&lt;br /&gt;
* Npc_Kakariko012&lt;br /&gt;
* Npc_Kakariko013&lt;br /&gt;
* Npc_SmallOasis008&lt;br /&gt;
* Npc_goron004&lt;br /&gt;
* Npc_oasis005&lt;br /&gt;
* Npc_oasis015&lt;br /&gt;
* Npc_oasis050}}&lt;br /&gt;
|-&lt;br /&gt;
| HeartContainer || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_HeartUtuwa_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| HeroSoul || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora}}&lt;br /&gt;
|-&lt;br /&gt;
| HiddenKorok || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_HiddenKorokFly&lt;br /&gt;
* Npc_HiddenKorokGround}}&lt;br /&gt;
|-&lt;br /&gt;
| HopBush || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| HorseRider || Allows the enemy to ride horses || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| IgnoreBoundingAtAreaCulling || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirWallCurseGanon&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* DgnObj_CandleStand_A_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_A_03&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_B_01&lt;br /&gt;
* DgnObj_DLC_BattleRoom_Parts_B_03&lt;br /&gt;
* DgnObj_DLC_DungeonLava50x50_A_01&lt;br /&gt;
* DgnObj_DLC_GoalChain_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuExD_Hole_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuExOutWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_CylinderWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_ElectricWire_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_CylinderWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Floor_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_CylinderWall_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Scaffold_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_WaterPump_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_WaterPump_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_WaterPump_A_03&lt;br /&gt;
* DgnObj_DLC_IbutsuPulleyLift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_02&lt;br /&gt;
* DgnObj_DungeonWater50x50_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricDrumCover_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_02&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_A_04&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_NoneModel&lt;br /&gt;
* DgnObj_IbutsuWaterPlane_NoneModel_L&lt;br /&gt;
* DgnObj_IbutsuWindBodyGrass_A_01&lt;br /&gt;
* DgnObj_IbutsuWindTailGrass_A_01&lt;br /&gt;
* DgnObj_IbutsuWindTailGrass_A_02&lt;br /&gt;
* DgnObj_IbutsuWindTailGrass_A_03&lt;br /&gt;
* DgnObj_IbutsuWindWingLGrass_A_01&lt;br /&gt;
* DgnObj_IbutsuWindWingRGrass_A_01&lt;br /&gt;
* DgnObj_WarpPoint_Remains&lt;br /&gt;
* DgnObj_WaterShutterL_A_01&lt;br /&gt;
* DgnObj_WaterShutterR_A_01&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano&lt;br /&gt;
* FidObj_TorchStand_A_01&lt;br /&gt;
* FidObj_TorchStand_A_01_100enemy&lt;br /&gt;
* FldObj_Bokoblin_Bone&lt;br /&gt;
* FldObj_EnemyTrace_BoneBig_A_01&lt;br /&gt;
* FldObj_EnemyTrace_Bonesmall_A_01&lt;br /&gt;
* FldObj_EnemyTrace_Garbage_A_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_StageWoodStanchion_A_01&lt;br /&gt;
* Gerud_SecretClubDoor_A&lt;br /&gt;
* Item_CookSet&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* KibakoDungeon&lt;br /&gt;
* Kibako_Contain_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Mannequin_001_Head&lt;br /&gt;
* Mannequin_001_Lower&lt;br /&gt;
* Mannequin_001_Upper&lt;br /&gt;
* Mannequin_002_Head&lt;br /&gt;
* Mannequin_002_Lower&lt;br /&gt;
* Mannequin_002_Upper&lt;br /&gt;
* Mannequin_003_Head&lt;br /&gt;
* Mannequin_003_Lower&lt;br /&gt;
* Mannequin_003_Upper&lt;br /&gt;
* Mannequin_004_Head&lt;br /&gt;
* Mannequin_004_Lower&lt;br /&gt;
* Mannequin_004_Upper&lt;br /&gt;
* Mannequin_005_Head&lt;br /&gt;
* Mannequin_005_Lower&lt;br /&gt;
* Mannequin_005_Upper&lt;br /&gt;
* Mannequin_006_Head&lt;br /&gt;
* Mannequin_006_Lower&lt;br /&gt;
* Mannequin_006_Upper&lt;br /&gt;
* Mannequin_007_Head&lt;br /&gt;
* Mannequin_007_Lower&lt;br /&gt;
* Mannequin_007_Upper&lt;br /&gt;
* Mannequin_008_Head&lt;br /&gt;
* Mannequin_008_Lower&lt;br /&gt;
* Mannequin_008_Upper&lt;br /&gt;
* Mannequin_009_Upper&lt;br /&gt;
* MergedGrudge_E-4_1&lt;br /&gt;
* MergedGrudge_E-4_10&lt;br /&gt;
* MergedGrudge_E-4_13&lt;br /&gt;
* MergedGrudge_E-4_14&lt;br /&gt;
* MergedGrudge_E-4_15&lt;br /&gt;
* MergedGrudge_E-4_16&lt;br /&gt;
* MergedGrudge_E-4_17&lt;br /&gt;
* MergedGrudge_E-4_18&lt;br /&gt;
* MergedGrudge_E-4_19&lt;br /&gt;
* MergedGrudge_E-4_2&lt;br /&gt;
* MergedGrudge_E-4_20&lt;br /&gt;
* MergedGrudge_E-4_3&lt;br /&gt;
* MergedGrudge_E-4_4&lt;br /&gt;
* MergedGrudge_E-4_5&lt;br /&gt;
* MergedGrudge_E-4_6&lt;br /&gt;
* MergedGrudge_E-4_7&lt;br /&gt;
* MergedGrudge_E-4_8&lt;br /&gt;
* MergedGrudge_E-4_9&lt;br /&gt;
* MergedGrudge_RemainsElectric_1_3&lt;br /&gt;
* MergedGrudge_RemainsElectric_3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_9_4&lt;br /&gt;
* MergedGrudge_RemainsFire_1_0&lt;br /&gt;
* MergedGrudge_RemainsFire_2_0&lt;br /&gt;
* MergedGrudge_RemainsFire_4_0&lt;br /&gt;
* MergedGrudge_RemainsFire_5_0&lt;br /&gt;
* MergedGrudge_RemainsFire_6_0&lt;br /&gt;
* MergedGrudge_RemainsFire_7_0&lt;br /&gt;
* MergedGrudge_RemainsFire_8_0&lt;br /&gt;
* MergedGrudge_RemainsFire_9_0&lt;br /&gt;
* MergedGrudge_RemainsWater_1_4&lt;br /&gt;
* MergedGrudge_RemainsWater_2&lt;br /&gt;
* MergedGrudge_RemainsWater_4&lt;br /&gt;
* MergedGrudge_RemainsWater_6&lt;br /&gt;
* MergedGrudge_RemainsWater_7&lt;br /&gt;
* MergedGrudge_RemainsWind_1_0&lt;br /&gt;
* MergedGrudge_RemainsWind_3_0&lt;br /&gt;
* MergedGrudge_RemainsWind_4&lt;br /&gt;
* MergedGrudge_RemainsWind_6_0&lt;br /&gt;
* MergedGrudge_RemainsWind_7_0&lt;br /&gt;
* MergedGrudge_RemainsWind_8&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* TwnObj_AncientCivilLaboSet_B_01&lt;br /&gt;
* TwnObj_AncientCivilLaboSet_B_02&lt;br /&gt;
* TwnObj_AncientCivilLaboSet_B_03&lt;br /&gt;
* TwnObj_City_GerudoBarInsideSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoClothShopInsideSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoInnInsideSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoInsideSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoInsideSet_A_02&lt;br /&gt;
* TwnObj_City_GerudoInsideSet_A_03&lt;br /&gt;
* TwnObj_City_GerudoInsideSet_A_04&lt;br /&gt;
* TwnObj_City_GerudoJewelryShopInsideSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoMayerBedRoomSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoMayerHouseRoomSet_A_01&lt;br /&gt;
* TwnObj_City_GerudoMayerHouseRoomSet_A_02&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Generator_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_02&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_03&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_04&lt;br /&gt;
* TwnObj_HyruleCastleInside_BossRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_CorridorParts_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_CorridorSecretRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_03&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_04&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_05&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_06&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_07&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_08&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_09&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_10&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_11&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_12&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_13&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_14&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_15&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_16&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_17&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_18&lt;br /&gt;
* TwnObj_HyruleCastleInside_Corridor_A_19&lt;br /&gt;
* TwnObj_HyruleCastleInside_DiningRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_FetchingWaterRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_LibraryPillar_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_Library_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_ObservationRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_PrincessRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_PrincessRoom_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_Prison_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_RoyalDock_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_SoldierCommonRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_Terrace_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_TrainingRoom_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundEast_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_03&lt;br /&gt;
* TwnObj_HyruleCastleObject_BigTorchOn_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BigTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BigTorch_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BookShelf_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_BookShelf_Iron_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SelectorSwitch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShatterFence_Wood_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Shelf_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShutterFence_Iron_M_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Sofa_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Stanchion_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StandTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StandTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SteppingSwitch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StoneStatue_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_StoneStatue_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SwitchShutterFence_Iron_S_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableSet_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableSet_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_TableTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorchOn_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorchOn_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WallTorch_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_After_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_Wallcrack_Before_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponOrnament_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponOrnament_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_A_02&lt;br /&gt;
* TwnObj_HyruleCastleObject_WeaponStand_B_01&lt;br /&gt;
* TwnObj_Village_FishingCloset_A_01&lt;br /&gt;
* TwnObj_Village_HatenoChurchSet_A_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_L_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_L_02&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_L_03&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_L_04&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_M_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_M_02&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_M_03&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_02&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouseUmeSet_A_S_01&lt;br /&gt;
* TwnObj_Village_HatenoJunkSet_A_01&lt;br /&gt;
* TwnObj_Village_HatenoJunkSet_A_02&lt;br /&gt;
* TwnObj_Village_HatenoJunkSet_A_03&lt;br /&gt;
* TwnObj_Village_HatenoJunkSet_A_04&lt;br /&gt;
* TwnObj_Village_HatenoPharmacySet_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouseSet_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouseSet_A_03&lt;br /&gt;
* TwnObj_Village_HatenoTailorSet_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_03&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_04&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_05&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_A_06&lt;br /&gt;
* TwnObj_Village_IchikaraHouseSet_B_02&lt;br /&gt;
* TwnObj_Village_SheikerArrowCase_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBed_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBed_A_02&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_02&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_03&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_04&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_05&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_06&lt;br /&gt;
* TwnObj_Village_SheikerChair_A_01&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_01&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_03&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_04&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_05&lt;br /&gt;
* TwnObj_Village_SheikerDoor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_01&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_02&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_03&lt;br /&gt;
* TwnObj_Village_SheikerHotelSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHouseSet_A_02&lt;br /&gt;
* TwnObj_Village_SheikerHouseSet_A_03&lt;br /&gt;
* TwnObj_Village_SheikerHouseSet_A_04&lt;br /&gt;
* TwnObj_Village_SheikerInpaDoor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerKokkoHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerMayorHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerMayorValetHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_01&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_02&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_03&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_04&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_06&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_07&lt;br /&gt;
* TwnObj_Village_SheikerPartition_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPharmacySet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPlate_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTable_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTailorSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerWallScroll_A_01&lt;br /&gt;
* WallCrack}}&lt;br /&gt;
|-&lt;br /&gt;
| IgnoreIceMakerBreakCheck || ?{{check}} Prevents an actor from normally breaking a Cryonis block&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_EnemyLift_B_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_StonePole_A_01&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* FireWoodFromBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| IgnoreIceMakerCheck || If this actor falls in the water, the player will not be prevented from placing Cryonis blocks on theri location || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Wood}}&lt;br /&gt;
|-&lt;br /&gt;
| IgnoreIceMakerLiftCheck || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Scaffold_A_03&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* FireWoodFromBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| IgnoreMagneStickShapeCast || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| Important || If applied to a bow, weapon, or shield, it will make it undroppable via the pause menu. If applied to anything else, it will become a key item. || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GameRomHorseReins_01&lt;br /&gt;
* GameRomHorseReins_02&lt;br /&gt;
* GameRomHorseReins_03&lt;br /&gt;
* GameRomHorseReins_04&lt;br /&gt;
* GameRomHorseReins_05&lt;br /&gt;
* GameRomHorseReins_10&lt;br /&gt;
* GameRomHorseSaddle_01&lt;br /&gt;
* GameRomHorseSaddle_02&lt;br /&gt;
* GameRomHorseSaddle_03&lt;br /&gt;
* GameRomHorseSaddle_04&lt;br /&gt;
* GameRomHorseSaddle_05&lt;br /&gt;
* GameRomHorseSaddle_10&lt;br /&gt;
* Get_TwnObj_DLC_MemorialPicture_A_01&lt;br /&gt;
* KeySmall&lt;br /&gt;
* Obj_Armor_115_Head&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_DRStone_A_01&lt;br /&gt;
* Obj_DRStone_Get&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Obj_KorokNuts&lt;br /&gt;
* Obj_Maracas&lt;br /&gt;
* Obj_ProofBook&lt;br /&gt;
* Obj_ProofGiantKiller&lt;br /&gt;
* Obj_ProofGolemKiller&lt;br /&gt;
* Obj_ProofKorok&lt;br /&gt;
* Obj_ProofSandwormKiller&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* Obj_WarpDLC&lt;br /&gt;
* PlayerStole2&lt;br /&gt;
* PlayerStole2_Vagrant&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Sword_056&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081}}&lt;br /&gt;
|-&lt;br /&gt;
| IsApplyVelocityAttnSurfing || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_BossBattleRoom_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsApplyVelocityClimbing || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Gondola_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| IsClimbCameraCollisionIgnore || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Gondola_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| IsCurrentSuspendRigidBody || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_RopeBase_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsDelayItemSelect || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_BoardLight_A&lt;br /&gt;
* DgnObj_BoxNet_A&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_02&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_03&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_04&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_05&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2}}&lt;br /&gt;
|-&lt;br /&gt;
| IsDisableContactMotorcycle || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AirWallHorseExceptMotorcycle}}&lt;br /&gt;
|-&lt;br /&gt;
| IsDomino || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DominoStoneGerdo_A_S_01&lt;br /&gt;
* FldObj_DominoStone_A_L_02&lt;br /&gt;
* FldObj_DominoStone_A_L_03}}&lt;br /&gt;
|-&lt;br /&gt;
| IsEffectiveAncientWeapon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword_R}}&lt;br /&gt;
|-&lt;br /&gt;
| IsEquipStand || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_BowBase_A_01&lt;br /&gt;
* TwnObj_BowBase_A_02&lt;br /&gt;
* TwnObj_BowBase_A_03&lt;br /&gt;
* TwnObj_MasterSwordBase_A_01&lt;br /&gt;
* TwnObj_ShieldBase_A_01&lt;br /&gt;
* TwnObj_ShieldBase_A_02&lt;br /&gt;
* TwnObj_ShieldBase_A_03&lt;br /&gt;
* TwnObj_WeaponBase_A_01&lt;br /&gt;
* TwnObj_WeaponBase_A_02&lt;br /&gt;
* TwnObj_WeaponBase_A_03}}&lt;br /&gt;
|-&lt;br /&gt;
| IsFixedAcceptor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DLC_IbutuEX_MagneGearAcceptor_B_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePoleAcceptor_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePoleAcceptor_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsGrassCut || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* DgnObj_DLC_ChampionsDungeonEntrance_A_01&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* Dm_FldObj_WeaponStand_A_01&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* FireWoodFromBundle&lt;br /&gt;
* Fire_For_MapObj_L&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_ForestCandle_01&lt;br /&gt;
* FldObj_WeaponStand_A_01&lt;br /&gt;
* GamanFire&lt;br /&gt;
* GrassCutTag&lt;br /&gt;
* Item_CookSet&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* Item_CookSet_PanOnly&lt;br /&gt;
* SignalFireWood&lt;br /&gt;
* Strange_Beacon_CookSet&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Gamble&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* TBox_Field_Wood&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_MamonoShop_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsIceMakerBlock || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_IceMakerBlock}}&lt;br /&gt;
|-&lt;br /&gt;
| IsIgnoreAtObstacleReverse || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_BoxStone_B}}&lt;br /&gt;
|-&lt;br /&gt;
| IsKnockbackDirY || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Propeller_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsKnockbackDirZ || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_05}}&lt;br /&gt;
|-&lt;br /&gt;
| IsMagneActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Magnetglove}}&lt;br /&gt;
|-&lt;br /&gt;
| IsMagneStickAcceptor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DLC_IbutuEX_MagneGearAcceptor_B_01&lt;br /&gt;
* DLC_IbutuEX_MagneGearAcceptor_B_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePoleAcceptor_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePoleAcceptor_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePoleAcceptor_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePoleAcceptor_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_StonePoleAcceptor_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsMasterModeDamageMultiplierActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* PriestBossShockWave&lt;br /&gt;
* PriestBossThunder&lt;br /&gt;
* Priest_Boss_AfterImage&lt;br /&gt;
* Priest_Boss_Beam&lt;br /&gt;
* Priest_Boss_EarthRelease_Giant&lt;br /&gt;
* Priest_Boss_EarthRelease_Normal&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_IceArrow&lt;br /&gt;
* Priest_Boss_IronBall&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone&lt;br /&gt;
* Priest_Boss_ShadowClone_Bullet&lt;br /&gt;
* Priest_Boss_ShadowClone_Real&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015}}&lt;br /&gt;
|-&lt;br /&gt;
| IsPressBreakByEnNPC || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FireWoodFromBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| IsPressHellObj || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2&lt;br /&gt;
* DgnObj_DLC_RailBox4x4x12_01&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_SliderBlockIron_D&lt;br /&gt;
* DgnObj_SliderBlock_A_03}}&lt;br /&gt;
|-&lt;br /&gt;
| IsPressureObj || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_BoardIron_A_Fixed&lt;br /&gt;
* DgnObj_BoardIron_D&lt;br /&gt;
* DgnObj_BoardIron_DLC_D_01&lt;br /&gt;
* DgnObj_BoardLight_A&lt;br /&gt;
* DgnObj_BoardStone_03&lt;br /&gt;
* DgnObj_BoardStone_B&lt;br /&gt;
* DgnObj_BoardWood_A&lt;br /&gt;
* DgnObj_BowlIron_A&lt;br /&gt;
* DgnObj_BowlIron_B&lt;br /&gt;
* DgnObj_BoxIron_A_01&lt;br /&gt;
* DgnObj_BoxNet_A&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_BoxStone_C_01&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_02&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_03&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_04&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_05&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2&lt;br /&gt;
* DgnObj_DLC_CD_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_04&lt;br /&gt;
* DgnObj_DLC_IronBall_L_A_01&lt;br /&gt;
* DgnObj_DLC_RailBox4x4x12_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_03&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_02&lt;br /&gt;
* DgnObj_HingeBoard_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_SliderBlockIron_C&lt;br /&gt;
* DgnObj_SliderBlockIron_D&lt;br /&gt;
* DgnObj_SliderBlockIron_D_01&lt;br /&gt;
* DgnObj_SliderBlock_A_02&lt;br /&gt;
* DgnObj_SliderBlock_A_03&lt;br /&gt;
* DgnObj_StoneBall_005&lt;br /&gt;
* DgnObj_StoneBall_040&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_StoneBall_C&lt;br /&gt;
* FldObj_BoardIronDeathMt_A&lt;br /&gt;
* FldObj_BoardIron_A_01&lt;br /&gt;
* FldObj_DLC_FlyShield_Wood_A_02&lt;br /&gt;
* FldObj_FallingRock_A_01&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FallingRock_A_03&lt;br /&gt;
* FldObj_FallingRock_B_01&lt;br /&gt;
* FldObj_FallingRock_B_02&lt;br /&gt;
* FldObj_FallingRock_B_03&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* IronBall&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_02&lt;br /&gt;
* Obj_BoxIron_Light&lt;br /&gt;
* Obj_BoxIron_MtDeath&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* StoneBall}}&lt;br /&gt;
|-&lt;br /&gt;
| IsRaft || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_RaftWoodSail_A_S_01&lt;br /&gt;
* Obj_RaftWood_A_S_02}}&lt;br /&gt;
|-&lt;br /&gt;
| IsRemainsWaterBullet || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* RemainsWaterChaseBullet&lt;br /&gt;
* RemainsWaterExplodeBullet&lt;br /&gt;
* SiteBossSpearIceBullet}}&lt;br /&gt;
|-&lt;br /&gt;
| IsSnowBall || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* SnowBowl}}&lt;br /&gt;
|-&lt;br /&gt;
| IsTreasureSpot || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TreasureSpot_00}}&lt;br /&gt;
|-&lt;br /&gt;
| IsTurnOffTouchMotorcycle || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DamagePlant_A_01&lt;br /&gt;
* FldObj_DamagePlant_A_02&lt;br /&gt;
* FldObj_DamagePlant_Challenge&lt;br /&gt;
* FldObj_DamageRockMaze_A_01&lt;br /&gt;
* FldObj_DamageRock_A_01&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| IsVehicle || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_GameROMMotorcycle&lt;br /&gt;
* GameROMMotorcycle}}&lt;br /&gt;
|-&lt;br /&gt;
| IwaRockWeakPoint || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_R_WeakPoint&lt;br /&gt;
* Enemy_Golem_WeakPoint&lt;br /&gt;
* Enemy_Golem_WeakPoint_02&lt;br /&gt;
* Enemy_Golem_WeakPoint_03}}&lt;br /&gt;
|-&lt;br /&gt;
| LiftRockMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_KimoP&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z}}&lt;br /&gt;
|-&lt;br /&gt;
| LowTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02}}&lt;br /&gt;
|-&lt;br /&gt;
| MagicFireObj || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FireArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Sword_033}}&lt;br /&gt;
|-&lt;br /&gt;
| MagneDirXOnly || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| MagneDirYFree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| MagneDirZOnly || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* MagneGear}}&lt;br /&gt;
|-&lt;br /&gt;
| MagneNoDirControl || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_04&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| Mannequin || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Mannequin_001_Head&lt;br /&gt;
* Mannequin_001_Lower&lt;br /&gt;
* Mannequin_001_Upper&lt;br /&gt;
* Mannequin_002_Head&lt;br /&gt;
* Mannequin_002_Lower&lt;br /&gt;
* Mannequin_002_Upper&lt;br /&gt;
* Mannequin_003_Head&lt;br /&gt;
* Mannequin_003_Lower&lt;br /&gt;
* Mannequin_003_Upper&lt;br /&gt;
* Mannequin_004_Head&lt;br /&gt;
* Mannequin_004_Lower&lt;br /&gt;
* Mannequin_004_Upper&lt;br /&gt;
* Mannequin_005_Head&lt;br /&gt;
* Mannequin_005_Lower&lt;br /&gt;
* Mannequin_005_Upper&lt;br /&gt;
* Mannequin_006_Head&lt;br /&gt;
* Mannequin_006_Lower&lt;br /&gt;
* Mannequin_006_Upper&lt;br /&gt;
* Mannequin_007_Head&lt;br /&gt;
* Mannequin_007_Lower&lt;br /&gt;
* Mannequin_007_Upper&lt;br /&gt;
* Mannequin_008_Head&lt;br /&gt;
* Mannequin_008_Lower&lt;br /&gt;
* Mannequin_008_Upper&lt;br /&gt;
* Mannequin_009_Upper}}&lt;br /&gt;
|-&lt;br /&gt;
| Material || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver}}&lt;br /&gt;
|-&lt;br /&gt;
| MessageDialogViewBoard || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_02&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_03&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_01_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_02_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_03_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_04_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_05_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_06_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_07_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_08_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_09_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_10_ma&lt;br /&gt;
* FldObj_SignboardStone_A_01&lt;br /&gt;
* FldObj_SignboardStone_Macuse&lt;br /&gt;
* FldObj_SignboardStone_giant&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_B_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_02&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_03&lt;br /&gt;
* TwnObj_City_GerudoSighboard_A_01&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_02&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_03&lt;br /&gt;
* TwnObj_City_GoronSignboard_B_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoLinkHouseNamePlate_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_03&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_04&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk&lt;br /&gt;
* TwnObj_Village_RitoHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_RitoPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_RitoTailorSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerGrocerySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTailorSign_A_01&lt;br /&gt;
* TwnObj_ZoraLithograph_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| MessageDialogViewCaption || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* NPC_CaptionVoice&lt;br /&gt;
* TwnObj_DemonStatue_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_02&lt;br /&gt;
* TwnObj_GoddesStatue_A_10&lt;br /&gt;
* TwnObj_SuperGoddesStatue_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| MessageDialogViewSeekerStone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* NPC_DRCVoice}}&lt;br /&gt;
|-&lt;br /&gt;
| MessageDialogViewSystem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Weapon_Sword_502&lt;br /&gt;
* FldObj_GerudoTownBook&lt;br /&gt;
* FldObj_GerudoTownBook2&lt;br /&gt;
* FldObj_HatenoGateBook&lt;br /&gt;
* NPC_GodVoice&lt;br /&gt;
* NPC_SystemTextBoard&lt;br /&gt;
* NPC_SystemTextDemonStatue&lt;br /&gt;
* Obj_DiaryGerudo_A_01&lt;br /&gt;
* Obj_DiaryHateno003_A_01&lt;br /&gt;
* Obj_DiaryHateno029_A_01&lt;br /&gt;
* Obj_DiaryIceVillage011_A_01&lt;br /&gt;
* Obj_DiaryKing_A_01&lt;br /&gt;
* Obj_DiaryMusician_A_01&lt;br /&gt;
* Obj_DiaryRito001_A_01&lt;br /&gt;
* Obj_DiaryTamul_A_01&lt;br /&gt;
* Obj_DiaryTamul_A_02&lt;br /&gt;
* Obj_DiaryTamul_A_03&lt;br /&gt;
* Obj_DiaryTamul_A_04&lt;br /&gt;
* Obj_DiaryTamul_A_05&lt;br /&gt;
* Obj_Diary_touzoku_01&lt;br /&gt;
* Obj_Diary_touzoku_02&lt;br /&gt;
* TwnObj_GerudoTown_RougeDiary_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_02&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_03&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_04&lt;br /&gt;
* TwnObj_KarakaraBook_A_01&lt;br /&gt;
* TwnObj_UmayadoBook_01&lt;br /&gt;
* TwnObj_UmayadoBook_02&lt;br /&gt;
* TwnObj_UmayadoBook_03&lt;br /&gt;
* TwnObj_UmayadoBook_04&lt;br /&gt;
* TwnObj_UmayadoBook_05&lt;br /&gt;
* TwnObj_UmayadoBook_06&lt;br /&gt;
* TwnObj_UmayadoBook_07&lt;br /&gt;
* TwnObj_UmayadoBook_08&lt;br /&gt;
* TwnObj_UmayadoBook_09&lt;br /&gt;
* TwnObj_UmayadoHeroBook_01&lt;br /&gt;
* TwnObj_UmayadoHeroBook_02&lt;br /&gt;
* TwnObj_UmayadoHeroBook_03&lt;br /&gt;
* TwnObj_UmayadoHeroBook_04&lt;br /&gt;
* TwnObj_Village_SheikerBook_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHeirDiary_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHeirDiary_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| MightyTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_RockLayerMossTreeBroadleaf_A_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02_Far&lt;br /&gt;
* Obj_TreeBaobab_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_02&lt;br /&gt;
* Obj_TreeBaobab_A_03&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Nest_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Set_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_02&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02_Far&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_04&lt;br /&gt;
* Obj_TreeGiantHollow_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_02&lt;br /&gt;
* Obj_TreeGiant_A_01&lt;br /&gt;
* Obj_TreeMaple_A_LL_01&lt;br /&gt;
* Obj_TreePalmJungle_A_LL_01&lt;br /&gt;
* Obj_TreeTropical_A_LL_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| NeedTwoHandPullOutTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| NestActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BeeHome}}&lt;br /&gt;
|-&lt;br /&gt;
| NoAlphaHide || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_FenceDynamic_B&lt;br /&gt;
* FldObj_SecretBaseBoardIron_A_02&lt;br /&gt;
* FldObj_SecretBaseBoardIron_B_02&lt;br /&gt;
* GameRomHorseNushi&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShutterFence_Iron_M_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| NoCreateForStackLink || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* FldObj_BoardIron_A_01&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_RockCover}}&lt;br /&gt;
|-&lt;br /&gt;
| NoFarModelCulling || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DeathMountain_Base_Far&lt;br /&gt;
* TwnObj_GoddesStatue_A_10}}&lt;br /&gt;
|-&lt;br /&gt;
| NoLeafTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_S_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeConiferousSnowFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeDragonblood_Root_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_02&lt;br /&gt;
* Obj_TreeGiant_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreeStump_Broadleaf_A_01&lt;br /&gt;
* Obj_TreeStump_Coniferous_A_01&lt;br /&gt;
* Obj_TreeStump_Moss_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02}}&lt;br /&gt;
|-&lt;br /&gt;
| NoRenderingFarModelCulling || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_OblivionValleyWall_B_01&lt;br /&gt;
* FldObj_OblivionValleyWall_B_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| NoSubsWeaponLife || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_SwitchTarget_A&lt;br /&gt;
* DgnObj_ElectricGenerator_A_01&lt;br /&gt;
* DgnObj_ElectricGenerator_B_02&lt;br /&gt;
* DgnObj_SwitchElectric0_FinalTrial&lt;br /&gt;
* DgnObj_SwitchElectric_A_01&lt;br /&gt;
* DgnObj_SwitchElectricity_A_01&lt;br /&gt;
* DgnObj_SwitchTarget_A&lt;br /&gt;
* ElectricGenerator&lt;br /&gt;
* ElectricGenerator_Dynamic&lt;br /&gt;
* FldObj_GoronCannonSwitch_A_01&lt;br /&gt;
* Giant_Bomb_Weapon&lt;br /&gt;
* Giant_Rock_Weapon&lt;br /&gt;
* Rock_Moriblin&lt;br /&gt;
* Rock_Weapon&lt;br /&gt;
* Rope&lt;br /&gt;
* Rope_OctarockBalloon&lt;br /&gt;
* SwitchElectric&lt;br /&gt;
* SwitchElectric0&lt;br /&gt;
* SwitchElectric0_Dynamic&lt;br /&gt;
* SwitchHit&lt;br /&gt;
* SwitchHitOnce&lt;br /&gt;
* SwitchTilt&lt;br /&gt;
* SwitchWind&lt;br /&gt;
* SwitchWind_DLC_B_01&lt;br /&gt;
* Test_SwitchWind&lt;br /&gt;
* TwnObj_HyruleCastleObject_SelectorSwitch_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| NotCountDefeatedNum || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Eye&lt;br /&gt;
* Enemy_Giant_Bone_Eye_AllDay&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head}}&lt;br /&gt;
|-&lt;br /&gt;
| NotDropFromPlayer || Marks the bow, weapon, or shield as undroppable and unthrowable || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| NotFallDelete || [NPCs] Do not delete the NPC actor after a &amp;gt;20.0m fall&amp;lt;ref&amp;gt;NPC actor code {{addr|a=0x71000218AC|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt; || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_FollowGoron&lt;br /&gt;
* Npc_ValleyVillage031&lt;br /&gt;
* Npc_Zora030}}&lt;br /&gt;
|-&lt;br /&gt;
| NotGenerateSpeedTerror || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* CarryBox&lt;br /&gt;
* DgnObj_ElectricPillar_A_01&lt;br /&gt;
* DgnObj_ElectricPillar_A_02&lt;br /&gt;
* Test_SwitchWind}}&lt;br /&gt;
|-&lt;br /&gt;
| NotMakeDispNameFlag || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_Assassin_001&lt;br /&gt;
* Npc_Assassin_002&lt;br /&gt;
* Npc_Assassin_003&lt;br /&gt;
* Npc_Assassin_004&lt;br /&gt;
* Npc_Assassin_005&lt;br /&gt;
* Npc_Assassin_006&lt;br /&gt;
* Npc_Assassin_007&lt;br /&gt;
* Npc_Assassin_008&lt;br /&gt;
* Npc_Assassin_009&lt;br /&gt;
* Npc_Assassin_010&lt;br /&gt;
* Npc_HiddenKorokFly&lt;br /&gt;
* Npc_HiddenKorokGround}}&lt;br /&gt;
|-&lt;br /&gt;
| NotOpenPouch || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* KeySmall&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| NotRandomSet || ?{{check}} Gives an item special definition. For basic materials, it can represent a multiple amount of said material (e.g. diamonds and hearty truffles). For elixirs, it (may) define the quantity and type. Finally, for weapons, it (may) define something that either isn&#039;t obtainable or has special code (e.g. the One-Hit Obliterator)&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Cook_C_17_00&lt;br /&gt;
* Item_FishGet_L_00&lt;br /&gt;
* Item_Fruit_E_00&lt;br /&gt;
* Item_Material_05_00&lt;br /&gt;
* Item_Mushroom_F_00&lt;br /&gt;
* Item_Mushroom_N_00&lt;br /&gt;
* Item_Ore_A_00&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* Weapon_Bow_080&lt;br /&gt;
* Weapon_Sword_080&lt;br /&gt;
* Weapon_Sword_081&lt;br /&gt;
* Weapon_Sword_502&lt;br /&gt;
* Weapon_Sword_503}}&lt;br /&gt;
|-&lt;br /&gt;
| NotResetStockNumAtEvery0 || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GameRomHorseReins_04&lt;br /&gt;
* GameRomHorseSaddle_04}}&lt;br /&gt;
|-&lt;br /&gt;
| NpcOnlyEquipment || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_Npc_Hylia_Pen&lt;br /&gt;
* NPC_Item_Plant_M&lt;br /&gt;
* Npc_Flower&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A_Trash&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A_Trash_Drift&lt;br /&gt;
* Npc_Gerudo_LiquorBottle&lt;br /&gt;
* Npc_Gerudo_Promoter_Staff&lt;br /&gt;
* Npc_Goron_Chisel_000&lt;br /&gt;
* Npc_Goron_Hammer_C_000&lt;br /&gt;
* Npc_Goron_Pickaxe_C_000&lt;br /&gt;
* Npc_Goron_Pincers_C_000&lt;br /&gt;
* Npc_Hylia_Broom&lt;br /&gt;
* Npc_Hylia_Brush&lt;br /&gt;
* Npc_Hylia_Dustcloth&lt;br /&gt;
* Npc_Hylia_Laundry&lt;br /&gt;
* Npc_Hylia_Memo&lt;br /&gt;
* Npc_Hylia_Mug&lt;br /&gt;
* Npc_Hylia_Mug_Sake_0&lt;br /&gt;
* Npc_Hylia_Mug_Sake_1&lt;br /&gt;
* Npc_Hylia_Pen&lt;br /&gt;
* Npc_Hylia_Picturebook&lt;br /&gt;
* Npc_Hylia_Picturebook_Brown&lt;br /&gt;
* Npc_Hylia_Picturebook_Pink&lt;br /&gt;
* Npc_Hylia_Picturebook_Yellow&lt;br /&gt;
* Npc_Hylia_TestTube_000&lt;br /&gt;
* Npc_Hylia_TestTube_001&lt;br /&gt;
* Npc_Hylia_Twig&lt;br /&gt;
* Npc_Korogu_Minister_Maracas&lt;br /&gt;
* Npc_Korogu_Minister_Maracas_Left&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000_Color&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_001&lt;br /&gt;
* Obj_LavoBook_A_01&lt;br /&gt;
* UMii_Korogu_PlantL_C_002&lt;br /&gt;
* Weapon_Goron_Knuckle&lt;br /&gt;
* Weapon_Sword_500&lt;br /&gt;
* Weapon_Sword_501}}&lt;br /&gt;
|-&lt;br /&gt;
| ObjectNightGlow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_WeakPoint_03&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Obj_Mineral_C_01}}&lt;br /&gt;
|-&lt;br /&gt;
| ObservedByTag || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* BalanceLift&lt;br /&gt;
* Barrel&lt;br /&gt;
* BowlPin&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* DgnObj_AncientBall_013&lt;br /&gt;
* DgnObj_AncientBall_02&lt;br /&gt;
* DgnObj_AncientBall_03&lt;br /&gt;
* DgnObj_AncientBall_037&lt;br /&gt;
* DgnObj_AncientBall_039&lt;br /&gt;
* DgnObj_AncientBall_04&lt;br /&gt;
* DgnObj_AncientBall_05&lt;br /&gt;
* DgnObj_AncientBall_06&lt;br /&gt;
* DgnObj_AncientBall_128&lt;br /&gt;
* DgnObj_AncientBall_B_01&lt;br /&gt;
* DgnObj_BoardIron_D&lt;br /&gt;
* DgnObj_BoardIron_DLC_D_01&lt;br /&gt;
* DgnObj_BoardIron_DLC_E_01&lt;br /&gt;
* DgnObj_BoardSeesaw_A_050&lt;br /&gt;
* DgnObj_BoardStone_C&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4_Slow&lt;br /&gt;
* DgnObj_BoxStone_A&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_DLC_AncientBall_130&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_04&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_04&lt;br /&gt;
* DgnObj_DLC_IceBlock_B&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DoorIron_A&lt;br /&gt;
* DgnObj_DoorStone_A&lt;br /&gt;
* DgnObj_DoorStone_A_R&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_FenceDynamic_B&lt;br /&gt;
* DgnObj_IceBlock&lt;br /&gt;
* DgnObj_PutterClub_A_01&lt;br /&gt;
* DgnObj_RemainsLithograghBall&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_SliderBlockIron_C&lt;br /&gt;
* DgnObj_SliderBlockIron_E_01&lt;br /&gt;
* DgnObj_SliderBlock_C&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_SwitchStake_A&lt;br /&gt;
* DgnObj_SwitchStake_C_01&lt;br /&gt;
* DgnObj_WaterShutterR_A_01&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* ElectricBallGenerator&lt;br /&gt;
* Enemy_Beamos_Static&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Dragon_Fire&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* FldObj_Bottle_Letter&lt;br /&gt;
* FldObj_ChampionshipBall_01&lt;br /&gt;
* FldObj_DarkWoodsBall_01&lt;br /&gt;
* FldObj_DominoStone_A_L_02&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_01&lt;br /&gt;
* FldObj_FourJewelBall_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_03&lt;br /&gt;
* FldObj_FourJewelBall_A_04&lt;br /&gt;
* FldObj_GiantBrotherBall_01&lt;br /&gt;
* FldObj_GiantBrotherBall_02&lt;br /&gt;
* FldObj_GiantBrotherBall_03&lt;br /&gt;
* FldObj_KnightDollMini_01&lt;br /&gt;
* FldObj_KnightDollMini_02&lt;br /&gt;
* FldObj_KnightDollMini_03&lt;br /&gt;
* FldObj_KnightDollMini_04&lt;br /&gt;
* FldObj_KnightDollMini_05&lt;br /&gt;
* FldObj_KnightDollMini_06&lt;br /&gt;
* FldObj_KnightDollMini_07&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* FldObj_MacuseIsekiBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_02&lt;br /&gt;
* FldObj_NakedIslandBall_03&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* FldObj_RemainsFancierBall_01&lt;br /&gt;
* FldObj_SecretBaseBoardIron_A_01&lt;br /&gt;
* FldObj_StairWood_A_M_01&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* GameROMPlayer&lt;br /&gt;
* GameRomHorse00L&lt;br /&gt;
* IceBlock&lt;br /&gt;
* IronBall&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* NPC_oasis004&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Npc_Attacked_001&lt;br /&gt;
* Npc_FaronWoods001&lt;br /&gt;
* Npc_FaronWoods006&lt;br /&gt;
* Npc_FaronWoods007&lt;br /&gt;
* Npc_FollowGoron&lt;br /&gt;
* Npc_GerudoDesert003&lt;br /&gt;
* Npc_Goron011&lt;br /&gt;
* Npc_Goron020_2&lt;br /&gt;
* Npc_HatenoGate001&lt;br /&gt;
* Npc_HatenoVillage004&lt;br /&gt;
* Npc_HutagoHatago_002&lt;br /&gt;
* Npc_HutagoHatago_Woman_01&lt;br /&gt;
* Npc_HyruleDepthHatago002&lt;br /&gt;
* Npc_HyruleDepthHatago006&lt;br /&gt;
* Npc_HyrulePlain004&lt;br /&gt;
* Npc_IceVillage011&lt;br /&gt;
* Npc_Kakariko002&lt;br /&gt;
* Npc_Kakariko003&lt;br /&gt;
* Npc_Kakariko004&lt;br /&gt;
* Npc_Kakariko005&lt;br /&gt;
* Npc_Kakariko006&lt;br /&gt;
* Npc_Kakariko007&lt;br /&gt;
* Npc_Kakariko008&lt;br /&gt;
* Npc_Kakariko013&lt;br /&gt;
* Npc_Kakariko015&lt;br /&gt;
* Npc_Kakariko016&lt;br /&gt;
* Npc_King_Parasail004&lt;br /&gt;
* Npc_King_Vagrant001&lt;br /&gt;
* Npc_King_Vagrant004&lt;br /&gt;
* Npc_MiniGame_Crosscountry&lt;br /&gt;
* Npc_OasisMilk_E&lt;br /&gt;
* Npc_OasisStudent_A&lt;br /&gt;
* Npc_OasisStudent_C&lt;br /&gt;
* Npc_OasisTeacher&lt;br /&gt;
* Npc_SouthHateru005&lt;br /&gt;
* Npc_SouthernVillage004&lt;br /&gt;
* Npc_SouthernVillage007&lt;br /&gt;
* Npc_TripMaster_02&lt;br /&gt;
* Npc_Zora126&lt;br /&gt;
* Npc_oasis003&lt;br /&gt;
* Npc_oasis011&lt;br /&gt;
* Npc_oasis013&lt;br /&gt;
* Npc_oasis016&lt;br /&gt;
* Npc_oasis017&lt;br /&gt;
* Npc_oasis028&lt;br /&gt;
* Npc_oasis036&lt;br /&gt;
* Obj_BoardIron_A_01&lt;br /&gt;
* Obj_BoardIron_C_01&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_01&lt;br /&gt;
* Obj_BoxIron_Light&lt;br /&gt;
* Obj_IceMakerBlock&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* Obj_KorokPot_A_01&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Obj_MeatRock&lt;br /&gt;
* Obj_RockCover&lt;br /&gt;
* Pot&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* RockRollA&lt;br /&gt;
* SnowBowl&lt;br /&gt;
* SwitchElectric&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* Test_MetalBarrel_A&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallSpikeTgt&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* WoodBall_Golf}}&lt;br /&gt;
|-&lt;br /&gt;
| OnLowTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_H}}&lt;br /&gt;
|-&lt;br /&gt;
| PasteGrudgeSlime || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* MergedGrudge_B-3_0&lt;br /&gt;
* MergedGrudge_B-3_1&lt;br /&gt;
* MergedGrudge_B-3_2&lt;br /&gt;
* MergedGrudge_B-4_0&lt;br /&gt;
* MergedGrudge_B-4_1&lt;br /&gt;
* MergedGrudge_B-4_2&lt;br /&gt;
* MergedGrudge_D-6_0&lt;br /&gt;
* MergedGrudge_D-8_0&lt;br /&gt;
* MergedGrudge_E-1_1&lt;br /&gt;
* MergedGrudge_E-4_1&lt;br /&gt;
* MergedGrudge_E-4_10&lt;br /&gt;
* MergedGrudge_E-4_11&lt;br /&gt;
* MergedGrudge_E-4_12&lt;br /&gt;
* MergedGrudge_E-4_13&lt;br /&gt;
* MergedGrudge_E-4_14&lt;br /&gt;
* MergedGrudge_E-4_15&lt;br /&gt;
* MergedGrudge_E-4_16&lt;br /&gt;
* MergedGrudge_E-4_17&lt;br /&gt;
* MergedGrudge_E-4_18&lt;br /&gt;
* MergedGrudge_E-4_19&lt;br /&gt;
* MergedGrudge_E-4_2&lt;br /&gt;
* MergedGrudge_E-4_20&lt;br /&gt;
* MergedGrudge_E-4_3&lt;br /&gt;
* MergedGrudge_E-4_4&lt;br /&gt;
* MergedGrudge_E-4_5&lt;br /&gt;
* MergedGrudge_E-4_6&lt;br /&gt;
* MergedGrudge_E-4_7&lt;br /&gt;
* MergedGrudge_E-4_8&lt;br /&gt;
* MergedGrudge_E-4_9&lt;br /&gt;
* MergedGrudge_F-4_0&lt;br /&gt;
* MergedGrudge_F-5_0&lt;br /&gt;
* MergedGrudge_I-3_0&lt;br /&gt;
* MergedGrudge_I-3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_0&lt;br /&gt;
* MergedGrudge_RemainsElectric_0_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_1_3&lt;br /&gt;
* MergedGrudge_RemainsElectric_2&lt;br /&gt;
* MergedGrudge_RemainsElectric_3_1&lt;br /&gt;
* MergedGrudge_RemainsElectric_4&lt;br /&gt;
* MergedGrudge_RemainsElectric_5&lt;br /&gt;
* MergedGrudge_RemainsElectric_6&lt;br /&gt;
* MergedGrudge_RemainsElectric_7&lt;br /&gt;
* MergedGrudge_RemainsElectric_8&lt;br /&gt;
* MergedGrudge_RemainsElectric_9_4&lt;br /&gt;
* MergedGrudge_RemainsFire_10_0&lt;br /&gt;
* MergedGrudge_RemainsFire_1_0&lt;br /&gt;
* MergedGrudge_RemainsFire_2_0&lt;br /&gt;
* MergedGrudge_RemainsFire_3_0&lt;br /&gt;
* MergedGrudge_RemainsFire_4_0&lt;br /&gt;
* MergedGrudge_RemainsFire_5_0&lt;br /&gt;
* MergedGrudge_RemainsFire_6_0&lt;br /&gt;
* MergedGrudge_RemainsFire_7_0&lt;br /&gt;
* MergedGrudge_RemainsFire_8_0&lt;br /&gt;
* MergedGrudge_RemainsFire_9_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0&lt;br /&gt;
* MergedGrudge_RemainsWater_0_1&lt;br /&gt;
* MergedGrudge_RemainsWater_0_2&lt;br /&gt;
* MergedGrudge_RemainsWater_1_4&lt;br /&gt;
* MergedGrudge_RemainsWater_2&lt;br /&gt;
* MergedGrudge_RemainsWater_3&lt;br /&gt;
* MergedGrudge_RemainsWater_4&lt;br /&gt;
* MergedGrudge_RemainsWater_5_1&lt;br /&gt;
* MergedGrudge_RemainsWater_6&lt;br /&gt;
* MergedGrudge_RemainsWater_7&lt;br /&gt;
* MergedGrudge_RemainsWind_0&lt;br /&gt;
* MergedGrudge_RemainsWind_0_0&lt;br /&gt;
* MergedGrudge_RemainsWind_1_0&lt;br /&gt;
* MergedGrudge_RemainsWind_2_0&lt;br /&gt;
* MergedGrudge_RemainsWind_3_0&lt;br /&gt;
* MergedGrudge_RemainsWind_4&lt;br /&gt;
* MergedGrudge_RemainsWind_5_0&lt;br /&gt;
* MergedGrudge_RemainsWind_6_0&lt;br /&gt;
* MergedGrudge_RemainsWind_7_0&lt;br /&gt;
* MergedGrudge_RemainsWind_8&lt;br /&gt;
* MergedGrudge_RemainsWind_9_0}}&lt;br /&gt;
|-&lt;br /&gt;
| PathOptimizationAlways || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_SouthernVillage009}}&lt;br /&gt;
|-&lt;br /&gt;
| PhysicsPauseDisable || ?{{check}} Causes actor flag 2 to be set. This does not apply to actor profiles Player or Horse.&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Area&lt;br /&gt;
* BGCameraPos&lt;br /&gt;
* Enemy_Dragon_Electric&lt;br /&gt;
* Enemy_Dragon_Electric_Far&lt;br /&gt;
* Enemy_Dragon_Fire&lt;br /&gt;
* Enemy_Dragon_Fire_Far&lt;br /&gt;
* Enemy_Dragon_Grudge&lt;br /&gt;
* Enemy_Dragon_Grudge_Far&lt;br /&gt;
* Enemy_Dragon_Ice&lt;br /&gt;
* Enemy_Dragon_Ice_Far&lt;br /&gt;
* FldObj_DLC_ShootingStarCollaboration&lt;br /&gt;
* FldObj_ShootingStar&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsElectric_Far&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsFire_Far&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWater_Far&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* RemainsWind_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| PreActorChemical || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* TwnObj_AncientCandlePoleRoofOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCoreOff_A_01&lt;br /&gt;
* TwnObj_AncientReactorCore_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| PreActorXLink || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_EP&lt;br /&gt;
* Animal_Insect_KimoP&lt;br /&gt;
* Aurora&lt;br /&gt;
* BlackSmoke&lt;br /&gt;
* Butterfly&lt;br /&gt;
* CastleBarrier&lt;br /&gt;
* CherryParticle&lt;br /&gt;
* CherryParticle_02&lt;br /&gt;
* DLC2_DungeonFire_Effect&lt;br /&gt;
* DLC2_DungeonSand_Effect&lt;br /&gt;
* DLC2_DungeonWater_Effect&lt;br /&gt;
* Darkness_Distance&lt;br /&gt;
* DenseFogEftLocater&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_08&lt;br /&gt;
* DgnObj_IbutsuWaterFall_A_01&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_02&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_03&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_04&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_05&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_06&lt;br /&gt;
* DgnObj_ShutterKeyFrame_A&lt;br /&gt;
* DgnObj_SwitchShutterFrame_A&lt;br /&gt;
* DgnObj_WaterFallDungeon_A_01&lt;br /&gt;
* DgnScene_RemainsElec_Far&lt;br /&gt;
* DgnScene_RemainsFire_Far&lt;br /&gt;
* DgnScene_RemainsWater_Far&lt;br /&gt;
* DgnScene_RemainsWind_Far&lt;br /&gt;
* Dragonfly&lt;br /&gt;
* DungeonBird_test&lt;br /&gt;
* EfLocater_GrudgeRib_L&lt;br /&gt;
* EfLocater_GrudgeRib_LL&lt;br /&gt;
* EfLocater_GrudgeRib_M&lt;br /&gt;
* EfLocater_GrudgeSolid_L&lt;br /&gt;
* EfLocater_GrudgeSolid_LL&lt;br /&gt;
* EfLocater_GrudgeSolid_LLL&lt;br /&gt;
* EfLocater_GrudgeSolid_LL_02&lt;br /&gt;
* EfLocater_GrudgeSolid_L_02&lt;br /&gt;
* EfLocater_GrudgeSolid_M&lt;br /&gt;
* EfLocater_GrudgeSolid_M_02&lt;br /&gt;
* FirstHighlandFog&lt;br /&gt;
* FirstHighlandFog_DemoPlus&lt;br /&gt;
* FldObj_BridgeZoraWoodBase_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_02&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_03&lt;br /&gt;
* FldObj_DeathMtGeyser_01&lt;br /&gt;
* FldObj_DeathMtGeyser_02&lt;br /&gt;
* FldObj_KorokGoal_A_01&lt;br /&gt;
* FldObj_KorokStartingBlock_A_01&lt;br /&gt;
* FldObj_LavaPlane_A_01&lt;br /&gt;
* FldObj_LavaPlane_A_01_Far&lt;br /&gt;
* FldObj_LavaPlane_A_02&lt;br /&gt;
* FldObj_LavaPlane_A_02_Far&lt;br /&gt;
* FldObj_LavaPlane_A_03&lt;br /&gt;
* FldObj_LavaPlane_A_03_Far&lt;br /&gt;
* FldObj_LavaPlane_A_04&lt;br /&gt;
* FldObj_LavaPlane_A_04_Far&lt;br /&gt;
* FldObj_LavaPlane_A_05&lt;br /&gt;
* FldObj_LavaPlane_A_05_Far&lt;br /&gt;
* FldObj_LavaPlane_A_07&lt;br /&gt;
* FldObj_LavaPlane_A_07_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_03&lt;br /&gt;
* FldObj_SmallCrater_S_01&lt;br /&gt;
* FldObj_WaterFallAkkare_A_01&lt;br /&gt;
* FldObj_WaterFallAkkare_A_01_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_02&lt;br /&gt;
* FldObj_WaterFallAkkare_A_02_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_03&lt;br /&gt;
* FldObj_WaterFallAkkare_A_03_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_01&lt;br /&gt;
* FldObj_WaterFallBottom_A_01_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_02&lt;br /&gt;
* FldObj_WaterFallBottom_A_02_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_03&lt;br /&gt;
* FldObj_WaterFallBottom_A_03_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_04&lt;br /&gt;
* FldObj_WaterFallBottom_A_04_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_05&lt;br /&gt;
* FldObj_WaterFallBottom_A_05_Far&lt;br /&gt;
* FldObj_WaterFallBottom_A_06&lt;br /&gt;
* FldObj_WaterFallBottom_A_07&lt;br /&gt;
* FldObj_WaterFallBottom_A_07_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_01&lt;br /&gt;
* FldObj_WaterFallFirst_A_01_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_02&lt;br /&gt;
* FldObj_WaterFallFirst_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_01&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_02&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_03&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_03_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_02&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeHylia_A_01&lt;br /&gt;
* FldObj_WaterFallLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_01&lt;br /&gt;
* FldObj_WaterFallLanayru_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_05&lt;br /&gt;
* FldObj_WaterFallLanayru_A_05_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_S_01&lt;br /&gt;
* FldObj_WaterFallLanayru_A_S_02&lt;br /&gt;
* FldObj_WaterFall_A_M_01&lt;br /&gt;
* FldObj_WaterFall_A_M_01_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_03&lt;br /&gt;
* FldObj_WaterFall_A_M_03_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_04&lt;br /&gt;
* FldObj_WaterFall_A_M_04_Far&lt;br /&gt;
* FldObj_WaterFall_A_S_02&lt;br /&gt;
* FldObj_WaterFall_A_S_03&lt;br /&gt;
* FlyLocater&lt;br /&gt;
* GamanStand02&lt;br /&gt;
* GrudgeMarkEffectLocater&lt;br /&gt;
* Grudge_HyruleCastle&lt;br /&gt;
* HazeEffectLocater_r50&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* KorokRayShaft&lt;br /&gt;
* KorokRayShaftNarrow&lt;br /&gt;
* LavaHaze_01&lt;br /&gt;
* MayoiFogEftLocater&lt;br /&gt;
* Mosquito&lt;br /&gt;
* MountainCloud&lt;br /&gt;
* MountainCloudSingle&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_StartPointShutterFrame&lt;br /&gt;
* Obj_StartPointShutterFrame_B&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* PlacementHaze&lt;br /&gt;
* Rain_Distance&lt;br /&gt;
* SandStorm_Distance_Battle&lt;br /&gt;
* SandStorm_Distance_Ibutsu&lt;br /&gt;
* SandStorm_Distance_daytime&lt;br /&gt;
* Sandfall_A_01&lt;br /&gt;
* SmallFishes1&lt;br /&gt;
* Snow_Distance_Gerudo&lt;br /&gt;
* Snow_Distance_Lanayru&lt;br /&gt;
* SpiritForest_Effect&lt;br /&gt;
* Steam_Hotspring_01&lt;br /&gt;
* Strange_Beacon&lt;br /&gt;
* Thundercloud_Distance&lt;br /&gt;
* TwnObj_AncientCivilLabo_B_01&lt;br /&gt;
* TwnObj_AncientCivilLabo_B_01_Far&lt;br /&gt;
* TwnObj_BraveHorsePark_A_01&lt;br /&gt;
* TwnObj_BraveHorsePark_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoWaterFall_A_03&lt;br /&gt;
* TwnObj_City_GoronTable_A_01&lt;br /&gt;
* TwnObj_CommissionPlace_A_01&lt;br /&gt;
* TwnObj_CommissionPlace_A_01_Far&lt;br /&gt;
* TwnObj_HeburaLodge_A_01&lt;br /&gt;
* TwnObj_HorseMonument_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastle_GanonGrudge_A_01&lt;br /&gt;
* TwnObj_MasterSwordBase_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSpring_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSpring_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_01&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01_Far&lt;br /&gt;
* ValleyEffectLocater&lt;br /&gt;
* VolcanoPloom&lt;br /&gt;
* VolcanoPloom_Far&lt;br /&gt;
* WaterfallGerudoBottom&lt;br /&gt;
* WaterfallGerudoBottomCeiling&lt;br /&gt;
* WaterfallGerudoSquare}}&lt;br /&gt;
|-&lt;br /&gt;
| PriorityMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* FireWoodFromBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| PutAndFly || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_T}}&lt;br /&gt;
|-&lt;br /&gt;
| PutScatter || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_Put_57}}&lt;br /&gt;
|-&lt;br /&gt;
| RainBonusMaterial || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F}}&lt;br /&gt;
|-&lt;br /&gt;
| RandomCreateNotRain || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Item_Mushroom_J}}&lt;br /&gt;
|-&lt;br /&gt;
| RegisterButDontEquipWeapon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone&lt;br /&gt;
* Priest_Boss_ShadowClone_Real}}&lt;br /&gt;
|-&lt;br /&gt;
| RenderingNonUseClustering || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FidObj_SecretBase_TorchStand_A_01&lt;br /&gt;
* FldObj_ArtifactZoraCandlestick_A_01&lt;br /&gt;
* FldObj_RuinGuardianArm_A_01&lt;br /&gt;
* FldObj_RuinGuardianArm_A_02&lt;br /&gt;
* FldObj_RuinGuardianArm_A_03&lt;br /&gt;
* FldObj_RuinGuardianArm_A_04&lt;br /&gt;
* FldObj_SecretBaseLamp_A_01&lt;br /&gt;
* FldObj_SecretBaseLamp_B_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04_Far&lt;br /&gt;
* TwnObj_City_GoronLight_A_05&lt;br /&gt;
* TwnObj_City_GoronLight_B_01&lt;br /&gt;
* TwnObj_City_GoronTable_A_01&lt;br /&gt;
* TwnObj_FenceWood_A_01&lt;br /&gt;
* TwnObj_Gerudo_Light_A_01&lt;br /&gt;
* TwnObj_Gerudo_Light_A_02&lt;br /&gt;
* TwnObj_StableHosteLamp_A_02&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_01&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_02&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_03&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_04&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_04_Far&lt;br /&gt;
* TwnObj_Village_HatenoLamp_A_05&lt;br /&gt;
* TwnObj_Village_IchikaraLamp_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraLamp_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraLamp_A_05&lt;br /&gt;
* TwnObj_Village_IchikaraLamp_B_01&lt;br /&gt;
* TwnObj_Village_RitoLight_A_02&lt;br /&gt;
* TwnObj_Village_RitoLight_A_03&lt;br /&gt;
* TwnObj_Village_RitoLight_A_04&lt;br /&gt;
* TwnObj_Village_RitoLight_A_05&lt;br /&gt;
* TwnObj_Village_SheikerArrowCase_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBed_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBed_A_02&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_02&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_03&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_04&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_05&lt;br /&gt;
* TwnObj_Village_SheikerBox_A_06&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_01&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_03&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_04&lt;br /&gt;
* TwnObj_Village_SheikerChest_A_05&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_01&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_02&lt;br /&gt;
* TwnObj_Village_SheikerFlowervase_A_03&lt;br /&gt;
* TwnObj_Village_SheikerHouseSet_A_01&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_01&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_02&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_03&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_04&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_06&lt;br /&gt;
* TwnObj_Village_SheikerOutLighting_A_07&lt;br /&gt;
* TwnObj_Village_SheikerPartition_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPlate_A_01&lt;br /&gt;
* TwnObj_Village_SheikerWallScroll_A_01&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_03&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_06}}&lt;br /&gt;
|-&lt;br /&gt;
| RenderingUseClustering || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_PlantCamelliaLeaf_A&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_M_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_S_01&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_PampasGrass_A_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_WaterFrogbit_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C&lt;br /&gt;
* Plant_OriginalGrass_A&lt;br /&gt;
* TwnObj_TempleOfTime_Steps_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_StonePavement_A_01&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| RenderingUseTeraTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_AncientStoneTower_A_01&lt;br /&gt;
* FldObj_AncientStoneTower_A_01_Far&lt;br /&gt;
* FldObj_AncientStoneTower_A_02&lt;br /&gt;
* FldObj_AncientStoneTower_A_02_Far&lt;br /&gt;
* FldObj_RockLayerMossTreeBroadleaf_A_02&lt;br /&gt;
* Obj_TreeApple_A_L_01&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_02&lt;br /&gt;
* Obj_TreeBaobab_A_03&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_S_01&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Nest_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Set_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_02&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_04&lt;br /&gt;
* Obj_TreeGiantHollow_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_02&lt;br /&gt;
* Obj_TreeGiant_A_01&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_A_LL_01&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalmJungle_A_LL_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeStump_Broadleaf_A_01&lt;br /&gt;
* Obj_TreeStump_Coniferous_A_01&lt;br /&gt;
* Obj_TreeStump_Moss_A_01&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeTropical_A_LL_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWillow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| ResetLastRiddenAnimalHorse || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GameRomHorseBone_AllDay}}&lt;br /&gt;
|-&lt;br /&gt;
| RevivalBloodyMoon || ?{{check}} Marks the actor as something that should revive on a Blood Moon (may have other functions)&lt;br /&gt;
| &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BoarMeat&lt;br /&gt;
* Enemy_Assassin_Junior&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_001&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_002&lt;br /&gt;
* Enemy_Assassin_Middle&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Shooter_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_GanonGrudge&lt;br /&gt;
* Enemy_GanonGrudge_01&lt;br /&gt;
* Enemy_GanonGrudge_02&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior&lt;br /&gt;
* Npc_Assassin_003&lt;br /&gt;
* Npc_Assassin_004&lt;br /&gt;
* Npc_Assassin_005&lt;br /&gt;
* Npc_Assassin_006&lt;br /&gt;
* Npc_Assassin_007&lt;br /&gt;
* Npc_Assassin_008&lt;br /&gt;
* Npc_Assassin_009&lt;br /&gt;
* Npc_Assassin_010&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone&lt;br /&gt;
* Priest_Boss_ShadowClone_Real&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_073}}&lt;br /&gt;
|-&lt;br /&gt;
| RevivalNone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* DgnObj_WallCrack_C_01&lt;br /&gt;
* DgnObj_WallCrack_Wind_A_02&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_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;
* IceWall&lt;br /&gt;
* IceWallRuins&lt;br /&gt;
* IceWallRuins_Challenge&lt;br /&gt;
* IceWall_100enemy&lt;br /&gt;
* IceWall_Tower&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_DLC_HeroSeal_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSeal_Goron&lt;br /&gt;
* Obj_DLC_HeroSeal_Rito&lt;br /&gt;
* Obj_DLC_HeroSeal_Zora&lt;br /&gt;
* Obj_DLC_HeroSoul_Gerudo&lt;br /&gt;
* Obj_DLC_HeroSoul_Goron&lt;br /&gt;
* Obj_DLC_HeroSoul_Rito&lt;br /&gt;
* Obj_DLC_HeroSoul_Zora&lt;br /&gt;
* Obj_DungeonClearSeal&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_HeartUtuwa_A_01&lt;br /&gt;
* Obj_HeroSoul_Gerudo&lt;br /&gt;
* Obj_HeroSoul_Goron&lt;br /&gt;
* Obj_HeroSoul_Rito&lt;br /&gt;
* Obj_HeroSoul_Zora&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Obj_KorokNuts&lt;br /&gt;
* Obj_Maracas&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_StaminaUtuwa_A_01&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* Obj_WarpDLC&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver&lt;br /&gt;
* RemainsFire_Drone_A_01&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* 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;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WallCrack_Wind&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| RevivalNoneForDrop || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|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;
| RevivalNoneForUsed || Disables interaction with the actor following one use (e.g. shrine chests, Korok seed discovery, etc.) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BM_Relief&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;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* Mannequin_001_Head&lt;br /&gt;
* Mannequin_001_Lower&lt;br /&gt;
* Mannequin_001_Upper&lt;br /&gt;
* Mannequin_002_Head&lt;br /&gt;
* Mannequin_002_Lower&lt;br /&gt;
* Mannequin_002_Upper&lt;br /&gt;
* Mannequin_003_Head&lt;br /&gt;
* Mannequin_003_Lower&lt;br /&gt;
* Mannequin_003_Upper&lt;br /&gt;
* Mannequin_004_Head&lt;br /&gt;
* Mannequin_004_Lower&lt;br /&gt;
* Mannequin_004_Upper&lt;br /&gt;
* Mannequin_005_Head&lt;br /&gt;
* Mannequin_005_Lower&lt;br /&gt;
* Mannequin_005_Upper&lt;br /&gt;
* Mannequin_006_Head&lt;br /&gt;
* Mannequin_006_Lower&lt;br /&gt;
* Mannequin_006_Upper&lt;br /&gt;
* Mannequin_007_Head&lt;br /&gt;
* Mannequin_007_Lower&lt;br /&gt;
* Mannequin_007_Upper&lt;br /&gt;
* Mannequin_008_Head&lt;br /&gt;
* Mannequin_008_Lower&lt;br /&gt;
* Mannequin_008_Upper&lt;br /&gt;
* Mannequin_009_Upper&lt;br /&gt;
* Npc_HiddenKorokFly&lt;br /&gt;
* Npc_HiddenKorokGround&lt;br /&gt;
* ShutterKey&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* 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;
|-&lt;br /&gt;
| RevivalRandom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cassowary_A&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Fox_A&lt;br /&gt;
* Animal_Fox_B&lt;br /&gt;
* Animal_Gull_A&lt;br /&gt;
* Animal_Gull_Swarm&lt;br /&gt;
* Animal_Gull_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Hawk_A&lt;br /&gt;
* Animal_Heron_A&lt;br /&gt;
* Animal_Heron_B&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Pigeon_B_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm&lt;br /&gt;
* Animal_Ptarmigan_A&lt;br /&gt;
* Animal_Ptarmigan_B&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Animal_WildDuck_A&lt;br /&gt;
* Animal_WildGoat_A&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Cook_N_01&lt;br /&gt;
* Item_Cook_N_02&lt;br /&gt;
* Item_Cook_N_03&lt;br /&gt;
* Item_Cook_N_04&lt;br /&gt;
* Item_Cook_O_01&lt;br /&gt;
* Item_Cook_O_02&lt;br /&gt;
* Item_Cook_P_01&lt;br /&gt;
* Item_Cook_P_02&lt;br /&gt;
* Item_Cook_P_03&lt;br /&gt;
* Item_Cook_P_04&lt;br /&gt;
* Item_Cook_P_05&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_MineralBury_A_01&lt;br /&gt;
* Obj_Mineral_A_01&lt;br /&gt;
* Obj_Mineral_B_01&lt;br /&gt;
* Obj_Mineral_C_01}}&lt;br /&gt;
|-&lt;br /&gt;
| RevivalRandomForDrop || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Barrel&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BreakBoxIron&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;
|-&lt;br /&gt;
| RevivalUnderGodTime || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_RupeeRabbit_A}}&lt;br /&gt;
|-&lt;br /&gt;
| RippleAtContactPoint || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_02&lt;br /&gt;
* FldObj_DLC_FlyShield_Wood_A_02&lt;br /&gt;
* Obj_BoardWood_Square_01&lt;br /&gt;
* Obj_BoardWood_Triangle_01}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastFish || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastFruit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_52}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastItem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastMeat || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastMushroom || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_53}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastPlant || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28}}&lt;br /&gt;
|-&lt;br /&gt;
| RoastVegetable || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_50}}&lt;br /&gt;
|-&lt;br /&gt;
| Rock || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_01&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_02&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_03&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_M_01&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_S_01&lt;br /&gt;
* FldObj_CliffTropicsRock_A_01&lt;br /&gt;
* FldObj_CliffTropicsRock_A_02&lt;br /&gt;
* FldObj_CliffTropicsRock_A_03&lt;br /&gt;
* FldObj_CliffWhiteRockSet_B_01&lt;br /&gt;
* FldObj_DLC_Rock_A&lt;br /&gt;
* FldObj_DeathMtGeyser_01&lt;br /&gt;
* FldObj_DeathMtGeyser_02&lt;br /&gt;
* FldObj_DeathMtGeyser_02_100enemy&lt;br /&gt;
* FldObj_DeathMtGeyser_YunboStorage&lt;br /&gt;
* FldObj_FissureValleyRock_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04_Far&lt;br /&gt;
* FldObj_HeburaGeyser_01&lt;br /&gt;
* FldObj_RockBeachLump_A_L_01&lt;br /&gt;
* FldObj_RockBeachLump_A_M_01&lt;br /&gt;
* FldObj_RockBeachLump_A_S_01&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_03&lt;br /&gt;
* FldObj_RockOrange_A_L_01&lt;br /&gt;
* FldObj_RockOrange_A_L_01_Far&lt;br /&gt;
* FldObj_RockOrange_A_L_02&lt;br /&gt;
* FldObj_RockOrange_A_L_02_Far&lt;br /&gt;
* FldObj_RockOrange_A_M_01&lt;br /&gt;
* FldObj_RockOrange_A_M_02&lt;br /&gt;
* FldObj_RockOrange_A_M_06&lt;br /&gt;
* FldObj_RockOrange_A_M_06_Far&lt;br /&gt;
* FldObj_RockOrange_A_S_01&lt;br /&gt;
* FldObj_RockOrange_A_S_02&lt;br /&gt;
* FldObj_RockOrange_A_S_03&lt;br /&gt;
* FldObj_RockSheiker_A_L_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_02&lt;br /&gt;
* FldObj_RockSheiker_A_S_01&lt;br /&gt;
* FldObj_RockSheiker_A_S_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_L_01&lt;br /&gt;
* FldObj_RockYellowOcher_A_L_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_M_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_S_02&lt;br /&gt;
* FldObj_RockYellow_A_M_01&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_01_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_02_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_03_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_04_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_05_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_06_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_07_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_08_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_09_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_10_ma&lt;br /&gt;
* FldObj_RockZoraSet_A_01&lt;br /&gt;
* FldObj_RockZoraSet_A_02&lt;br /&gt;
* FldObj_RockZoraSet_A_03&lt;br /&gt;
* FldObj_RockZoraSet_A_04&lt;br /&gt;
* FldObj_RockZoraSet_A_05&lt;br /&gt;
* FldObj_RockZoraSet_A_05_Far&lt;br /&gt;
* FldObj_RockZora_A_L_02&lt;br /&gt;
* FldObj_RockZora_A_L_03&lt;br /&gt;
* FldObj_RockZora_A_M_02&lt;br /&gt;
* FldObj_RockZora_A_M_03&lt;br /&gt;
* FldObj_RockZora_A_M_04&lt;br /&gt;
* FldObj_SoilRockSheiker_A_L_01&lt;br /&gt;
* FldObj_SoilRockSheiker_A_M_01&lt;br /&gt;
* FldObj_SoilRockSheiker_A_S_01&lt;br /&gt;
* GamanStand01&lt;br /&gt;
* GamanStand02&lt;br /&gt;
* Obj_LiftRockEldin_Korok_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_Korok_A_01&lt;br /&gt;
* Obj_LiftRockWhite_Korok_A_01&lt;br /&gt;
* Obj_RockDeathMt_A_L_03&lt;br /&gt;
* Obj_RockDeathMt_A_M_06&lt;br /&gt;
* Obj_RockDeathMt_C_L_03&lt;br /&gt;
* Obj_RockDeathMt_C_L_06&lt;br /&gt;
* Obj_RockDeathMt_C_L_07&lt;br /&gt;
* Obj_RockDeathMt_C_L_08&lt;br /&gt;
* Obj_RockDeathMt_D_L_01&lt;br /&gt;
* Obj_RockDeathMt_D_L_01_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_03&lt;br /&gt;
* Obj_RockDeathMt_D_L_03_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_06&lt;br /&gt;
* Obj_RockDeathMt_D_L_06_Far&lt;br /&gt;
* Obj_RockGray_A_L_01&lt;br /&gt;
* Obj_RockGray_A_L_02&lt;br /&gt;
* Obj_RockGray_A_L_03&lt;br /&gt;
* Obj_RockGray_A_M_01&lt;br /&gt;
* Obj_RockGray_A_M_03&lt;br /&gt;
* Obj_RockGray_A_M_06&lt;br /&gt;
* Obj_RockLayerMossSet_A_01&lt;br /&gt;
* Obj_RockLayerMossSet_A_02&lt;br /&gt;
* Obj_RockLayerMossSet_A_04&lt;br /&gt;
* Obj_RockLayerMossSet_A_05&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_03&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_04&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_05&lt;br /&gt;
* Obj_RockLayerMoss_A_Tunnel_01&lt;br /&gt;
* Obj_RockLayerMoss_A_Tunnel_02&lt;br /&gt;
* Obj_RockSetDeathMt_A_02&lt;br /&gt;
* Obj_RockSetDeathMt_C_01&lt;br /&gt;
* Obj_RockSetDeathMt_C_02&lt;br /&gt;
* Obj_RockSetDeathMt_C_03&lt;br /&gt;
* Obj_RockSetDeathMt_C_04&lt;br /&gt;
* Obj_RockSetDeathMt_C_05&lt;br /&gt;
* Obj_RockSetDeathMt_E_M_02&lt;br /&gt;
* Obj_RockSetDeathMt_F_01&lt;br /&gt;
* Obj_RockSetGray_A_02&lt;br /&gt;
* Obj_RockSetGray_A_L_01&lt;br /&gt;
* Obj_RockSetGray_A_L_02&lt;br /&gt;
* Obj_RockSetWhite_A_L_01&lt;br /&gt;
* Obj_RockSetWhite_A_L_01_Far&lt;br /&gt;
* Obj_RockSetWhite_B_L_02&lt;br /&gt;
* Obj_RockSetWhite_B_M_01&lt;br /&gt;
* Obj_RockSetWhite_B_M_02&lt;br /&gt;
* Obj_RockWhiteCover_A_L_01&lt;br /&gt;
* Obj_RockWhiteCover_A_L_01_Far&lt;br /&gt;
* Obj_RockWhite_A_L_02&lt;br /&gt;
* Obj_RockWhite_A_L_03&lt;br /&gt;
* Obj_RockWhite_B_L_01&lt;br /&gt;
* Obj_RockWhite_B_L_02&lt;br /&gt;
* Obj_RockWhite_B_L_03&lt;br /&gt;
* Obj_RockWhite_B_M_01&lt;br /&gt;
* Obj_RockWhite_B_M_02&lt;br /&gt;
* Obj_RockWhite_B_M_03&lt;br /&gt;
* Obj_RockZoraCoral_A_L_01&lt;br /&gt;
* Obj_RockZoraCoral_A_M_01&lt;br /&gt;
* Obj_RockZoraCoral_A_S_01&lt;br /&gt;
* Obj_StoneSetGray_A_01&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* Obj_WakkaRock_01&lt;br /&gt;
* Obj_WakkaRock_02&lt;br /&gt;
* RockLayerMoss_A_L_01&lt;br /&gt;
* RockLayerMoss_A_L_02&lt;br /&gt;
* RockLayerMoss_A_L_02_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_L_03&lt;br /&gt;
* RockLayerMoss_A_L_03_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_L_04&lt;br /&gt;
* RockLayerMoss_A_L_04_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_M_01&lt;br /&gt;
* RockLayerMoss_A_M_04&lt;br /&gt;
* RockLayerMoss_A_M_05&lt;br /&gt;
* RockLayerMoss_A_M_05_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_S_01&lt;br /&gt;
* RockSetWhite_A_01&lt;br /&gt;
* RockSetWhite_A_02&lt;br /&gt;
* RockWhite_A_L_01&lt;br /&gt;
* RockWhite_A_M_01&lt;br /&gt;
* RockWhite_A_M_03&lt;br /&gt;
* RockWhite_A_M_04&lt;br /&gt;
* RockWhite_A_M_06&lt;br /&gt;
* RockWhite_A_S_01&lt;br /&gt;
* RockWhite_A_S_02&lt;br /&gt;
* StoneSet_Gray_01&lt;br /&gt;
* TwnObj_DLC_Village_ZoraTable_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| RotMoveFollowPreCalc || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_IbutsuElectricHead_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| RuinAutoPlacementBurn || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Sword_021}}&lt;br /&gt;
|-&lt;br /&gt;
| RuinAutoPlacementStone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Sword_021}}&lt;br /&gt;
|-&lt;br /&gt;
| RuinAutoPlacementWood || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_044}}&lt;br /&gt;
|-&lt;br /&gt;
| Rupee || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver}}&lt;br /&gt;
|-&lt;br /&gt;
| Scaffold || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_02&lt;br /&gt;
* FldObj_DLC_FlyShield_Wood_A_02&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Stump&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Trunk&lt;br /&gt;
* FldObj_ScaffoldWood_A_03&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Stump&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Trunk&lt;br /&gt;
* FldObj_ScaffoldWood_A_04&lt;br /&gt;
* Obj_BoardWood_Square_01&lt;br /&gt;
* Obj_BoardWood_Triangle_01}}&lt;br /&gt;
|-&lt;br /&gt;
| SensorFilterLayer_None || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Hawk_A&lt;br /&gt;
* ArrowRainChild&lt;br /&gt;
* BokoblinPipe&lt;br /&gt;
* CarryBox&lt;br /&gt;
* CurseGanonBeam&lt;br /&gt;
* Dm_Npc_Gerdo_Hero&lt;br /&gt;
* Dm_Npc_Goron_Hero&lt;br /&gt;
* Dm_Npc_Rito_Hero&lt;br /&gt;
* Dm_Npc_Zelda_Sibyl&lt;br /&gt;
* Dm_Npc_Zora_Hero&lt;br /&gt;
* GaleArrow&lt;br /&gt;
* GameRomHorse00S&lt;br /&gt;
* GanonBeam&lt;br /&gt;
* GanonFlameBall&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* GanonNormalArrow&lt;br /&gt;
* GanonPillarOfFlame&lt;br /&gt;
* GanonSeaOfFlame&lt;br /&gt;
* GanonSpearForThrowing&lt;br /&gt;
* GanonThunder&lt;br /&gt;
* GanonTornado&lt;br /&gt;
* GreatFairyBeforeRevival&lt;br /&gt;
* LastBossThunder&lt;br /&gt;
* LizalfosPipe&lt;br /&gt;
* MoriblinPipe&lt;br /&gt;
* Npc_BackseatKorok_Air&lt;br /&gt;
* Npc_oasis033&lt;br /&gt;
* Obj_KorokPot_A_01&lt;br /&gt;
* Obj_RaftWoodSail_A_S_01&lt;br /&gt;
* PriestBossThunder&lt;br /&gt;
* Priest_Boss_Beam&lt;br /&gt;
* RemainsElectricCannon&lt;br /&gt;
* RemainsElectric_WeakPoint&lt;br /&gt;
* SiteBossBigFlameBall&lt;br /&gt;
* SiteBossDrawingFlameTornado&lt;br /&gt;
* SiteBossFlameBall&lt;br /&gt;
* SiteBossGaleArrow&lt;br /&gt;
* SiteBossNormalArrow&lt;br /&gt;
* SiteBossPillarOfFlame&lt;br /&gt;
* SiteBossReflectArrow&lt;br /&gt;
* SiteBossSeaOfFlame&lt;br /&gt;
* SiteBossSeaOfFlameRotate&lt;br /&gt;
* SiteBossSpearForThrowing&lt;br /&gt;
* SiteBossSpearIceBullet&lt;br /&gt;
* SiteBossTornado&lt;br /&gt;
* SiteBossWearFlame}}&lt;br /&gt;
|-&lt;br /&gt;
| SheikSensorTargetDeadOrAlive || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_MineralBury_A_01&lt;br /&gt;
* Obj_Mineral_A_01&lt;br /&gt;
* Obj_Mineral_B_01&lt;br /&gt;
* Obj_Mineral_C_01&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Wood}}&lt;br /&gt;
|-&lt;br /&gt;
| Signboard || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_01_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_A_02_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Stump&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Stump&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Stump&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Stump&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Stump&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| SiteBossParts || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_SiteBoss_Bow_ChildDevice&lt;br /&gt;
* SiteBossWearFlame}}&lt;br /&gt;
|-&lt;br /&gt;
| SlideDoor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_Village_SheikerDoor_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| SmallKey || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* KeySmall}}&lt;br /&gt;
|-&lt;br /&gt;
| SpecialCareNecessaryForDemo || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R}}&lt;br /&gt;
|-&lt;br /&gt;
| StalfosParts || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Eye&lt;br /&gt;
* Enemy_Giant_Bone_Eye_AllDay&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020}}&lt;br /&gt;
|-&lt;br /&gt;
| StaminaContainer || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_StaminaUtuwa_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| StickArrow || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_WindmillWheel_A_01&lt;br /&gt;
* FldObj_WindmillWheel_A_02}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerLong || Sets the amount of time the object can be in stasis to 10 seconds || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* BalanceLift&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* BarrelBomb_Balloon&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* BeeHome&lt;br /&gt;
* BeltConveyor&lt;br /&gt;
* BeltConveyorTwoWay&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* DLC_RockBall&lt;br /&gt;
* DLC_SwitchStepOnce&lt;br /&gt;
* DgnObj_AncientBall_013&lt;br /&gt;
* DgnObj_AncientBall_03&lt;br /&gt;
* DgnObj_AncientBall_037&lt;br /&gt;
* DgnObj_AncientBall_039&lt;br /&gt;
* DgnObj_AncientBall_04&lt;br /&gt;
* DgnObj_AncientBall_048&lt;br /&gt;
* DgnObj_AncientBall_05&lt;br /&gt;
* DgnObj_AncientBall_128&lt;br /&gt;
* DgnObj_AncientBall_B_01&lt;br /&gt;
* DgnObj_BalanceLift_B&lt;br /&gt;
* DgnObj_Balloon_Stay&lt;br /&gt;
* DgnObj_BeamDevice_Static&lt;br /&gt;
* DgnObj_BeltConveyor_DLC&lt;br /&gt;
* DgnObj_BoardIron_D&lt;br /&gt;
* DgnObj_BoardIron_DLC_D_01&lt;br /&gt;
* DgnObj_BoardIron_DLC_E_01&lt;br /&gt;
* DgnObj_BoardIron_E&lt;br /&gt;
* DgnObj_BoardLight_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A_050&lt;br /&gt;
* DgnObj_BoardSeesaw_B&lt;br /&gt;
* DgnObj_BoardSeesaw_C&lt;br /&gt;
* DgnObj_BoardStone_03&lt;br /&gt;
* DgnObj_BoardStone_B&lt;br /&gt;
* DgnObj_BoardStone_C&lt;br /&gt;
* DgnObj_BoardWood_A&lt;br /&gt;
* DgnObj_BoardWood_C_01&lt;br /&gt;
* DgnObj_BowlIron_A&lt;br /&gt;
* DgnObj_BowlIron_B&lt;br /&gt;
* DgnObj_BoxIron_A_01&lt;br /&gt;
* DgnObj_BoxIron_Secret&lt;br /&gt;
* DgnObj_BoxIron_SecretSlider&lt;br /&gt;
* DgnObj_BoxNet_A&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_BoxStone_A&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_BoxStone_C&lt;br /&gt;
* DgnObj_BoxStone_C_01&lt;br /&gt;
* DgnObj_Candle&lt;br /&gt;
* DgnObj_DLC_Balloon_Stay&lt;br /&gt;
* DgnObj_DLC_BeamDevice_Static&lt;br /&gt;
* DgnObj_DLC_BevelGear_A_02&lt;br /&gt;
* DgnObj_DLC_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_BoardWood_C_01&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_02&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_03&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_04&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_05&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2&lt;br /&gt;
* DgnObj_DLC_CD_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_04&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_04&lt;br /&gt;
* DgnObj_DLC_DoorParts_A_01&lt;br /&gt;
* DgnObj_DLC_Gondola_A_02&lt;br /&gt;
* DgnObj_DLC_Gondola_Create_Tag&lt;br /&gt;
* DgnObj_DLC_GyroBox_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Lift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Propeller_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Gear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_StonePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_04&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_05&lt;br /&gt;
* DgnObj_DLC_IceBlock_B&lt;br /&gt;
* DgnObj_DLC_IronBall_L_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_03&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_03&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_02&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_A_01&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_B_01&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_C_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_02&lt;br /&gt;
* DgnObj_DLC_SpurGear_B_01&lt;br /&gt;
* DgnObj_DLC_SwitchStep_A_01&lt;br /&gt;
* DgnObj_DlC_BoxIron_Secret&lt;br /&gt;
* DgnObj_DoorIron_A&lt;br /&gt;
* DgnObj_DoorIron_A_02&lt;br /&gt;
* DgnObj_DoorIron_A_R&lt;br /&gt;
* DgnObj_ElectricBoxGenerator&lt;br /&gt;
* DgnObj_ElectricPillar_A_01&lt;br /&gt;
* DgnObj_ElectricPillar_A_02&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_FenceDynamic_B&lt;br /&gt;
* DgnObj_GearHandle_A_01&lt;br /&gt;
* DgnObj_Gondola_A&lt;br /&gt;
* DgnObj_HangedLamp_A&lt;br /&gt;
* DgnObj_HangedLamp_B&lt;br /&gt;
* DgnObj_HingeBoard_A&lt;br /&gt;
* DgnObj_Hrl_RailLift_6x6_01&lt;br /&gt;
* DgnObj_IbutsuElectricBeamos_A_01&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_02&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_02&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_04&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_05&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_06&lt;br /&gt;
* DgnObj_IceBlock&lt;br /&gt;
* DgnObj_IronBall_Crane&lt;br /&gt;
* DgnObj_IronBall_Gyro&lt;br /&gt;
* DgnObj_IronDoorL_A_01&lt;br /&gt;
* DgnObj_IronDoorL_B_01&lt;br /&gt;
* DgnObj_IronDoorR_A_01&lt;br /&gt;
* DgnObj_IronDoorR_B_01&lt;br /&gt;
* DgnObj_KibakoDungeon_040&lt;br /&gt;
* DgnObj_RemainsLithograghBall&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_Seesaw_B&lt;br /&gt;
* DgnObj_ShutterBoxIron_A_01&lt;br /&gt;
* DgnObj_SliderBlockIron_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_SliderBlockIron_B_01&lt;br /&gt;
* DgnObj_SliderBlockIron_C&lt;br /&gt;
* DgnObj_SliderBlockIron_D&lt;br /&gt;
* DgnObj_SliderBlockIron_D_01&lt;br /&gt;
* DgnObj_SliderBlockIron_E_01&lt;br /&gt;
* DgnObj_SliderBlock_A&lt;br /&gt;
* DgnObj_SliderBlock_A_02&lt;br /&gt;
* DgnObj_SliderBlock_A_03&lt;br /&gt;
* DgnObj_SliderBlock_B&lt;br /&gt;
* DgnObj_SliderBlock_C&lt;br /&gt;
* DgnObj_SliderBoxIron_A_01&lt;br /&gt;
* DgnObj_SliderSpike_A&lt;br /&gt;
* DgnObj_SliderStair_A&lt;br /&gt;
* DgnObj_SliderTruck_A&lt;br /&gt;
* DgnObj_SpikeBall_028&lt;br /&gt;
* DgnObj_SpikeBall_051&lt;br /&gt;
* DgnObj_SpikeBall_A&lt;br /&gt;
* DgnObj_SpikeBall_B&lt;br /&gt;
* DgnObj_SpikeBall_NoHitRope&lt;br /&gt;
* DgnObj_StoneBall_005&lt;br /&gt;
* DgnObj_StoneBall_040&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_StoneBall_C&lt;br /&gt;
* DgnObj_StoneBarrel_A&lt;br /&gt;
* DgnObj_StoneLog_A_01&lt;br /&gt;
* DgnObj_SwitchStepOnce_B&lt;br /&gt;
* DgnObj_SwitchStepOnce_C_01&lt;br /&gt;
* DgnObj_WindGenerator_A&lt;br /&gt;
* DgnObj_WindGenerator_Dummy_Stoppable&lt;br /&gt;
* ElectricBallGenerator&lt;br /&gt;
* ElectricBallNoCarriable&lt;br /&gt;
* Enemy_Beamos_Static&lt;br /&gt;
* FldObj_BoardIronDeathMt_A&lt;br /&gt;
* FldObj_BoardIron_A_01&lt;br /&gt;
* FldObj_Bottle_Letter&lt;br /&gt;
* FldObj_ChampionshipBall_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_01&lt;br /&gt;
* FldObj_DLC_FlyShield_A_Snow_02&lt;br /&gt;
* FldObj_DLC_FlyShield_Wood_A_02&lt;br /&gt;
* FldObj_DarkWoodsBall_01&lt;br /&gt;
* FldObj_DeathMtArtifactTrain_A_02&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01_Trunk&lt;br /&gt;
* FldObj_FallingRock_A_01&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FallingRock_A_03&lt;br /&gt;
* FldObj_FallingRock_B_01&lt;br /&gt;
* FldObj_FallingRock_B_02&lt;br /&gt;
* FldObj_FallingRock_B_03&lt;br /&gt;
* FldObj_FourJewelBall_A_01&lt;br /&gt;
* FldObj_FourJewelBall_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_03&lt;br /&gt;
* FldObj_FourJewelBall_A_04&lt;br /&gt;
* FldObj_GiantBrotherBall_01&lt;br /&gt;
* FldObj_GiantBrotherBall_02&lt;br /&gt;
* FldObj_GiantBrotherBall_03&lt;br /&gt;
* FldObj_HangedLamp_A&lt;br /&gt;
* FldObj_HangedLamp_A_100enemy&lt;br /&gt;
* FldObj_KnightDollMini_01&lt;br /&gt;
* FldObj_KnightDollMini_02&lt;br /&gt;
* FldObj_KnightDollMini_03&lt;br /&gt;
* FldObj_KnightDollMini_04&lt;br /&gt;
* FldObj_KnightDollMini_05&lt;br /&gt;
* FldObj_KnightDollMini_06&lt;br /&gt;
* FldObj_KnightDollMini_07&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* FldObj_MacuseIsekiBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_02&lt;br /&gt;
* FldObj_NakedIslandBall_03&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* FldObj_RemainsFancierBall_01&lt;br /&gt;
* FldObj_ScaffoldWood_A_03_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* IceBlock&lt;br /&gt;
* IronBall&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* KeySmall&lt;br /&gt;
* KibakoDesert_Contain_01&lt;br /&gt;
* KibakoDungeon&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Lizalfos_IceBall&lt;br /&gt;
* MagneGear&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_BoardIron_A_01&lt;br /&gt;
* Obj_BoardIron_C_01&lt;br /&gt;
* Obj_BoardWood_Square_01&lt;br /&gt;
* Obj_BoardWood_Triangle_01&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_01&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_02&lt;br /&gt;
* Obj_BoxIron_B_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_02&lt;br /&gt;
* Obj_BoxIron_Light&lt;br /&gt;
* Obj_BoxIron_MtDeath&lt;br /&gt;
* Obj_BreakBoxIron&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_GerdoElevatorStep_A&lt;br /&gt;
* Obj_GrilledMeatRock&lt;br /&gt;
* Obj_HideBarrel&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* Obj_KorokPot_A_01&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;
* Obj_MeatRock&lt;br /&gt;
* Obj_RaftWoodSail_A_S_01&lt;br /&gt;
* Obj_RaftWood_A_S_02&lt;br /&gt;
* Obj_RockCover&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk&lt;br /&gt;
* Octarock_Bullet&lt;br /&gt;
* Octarock_Bullet_L&lt;br /&gt;
* Octarock_SnowBullet&lt;br /&gt;
* Pot&lt;br /&gt;
* Priest_Boss_IronBall&lt;br /&gt;
* PutRupee&lt;br /&gt;
* PutRupee_Blue&lt;br /&gt;
* PutRupee_Gold&lt;br /&gt;
* PutRupee_Purple&lt;br /&gt;
* PutRupee_Red&lt;br /&gt;
* PutRupee_Silver&lt;br /&gt;
* RailLift&lt;br /&gt;
* RailLiftOneWay&lt;br /&gt;
* RailLift_B&lt;br /&gt;
* RockBall&lt;br /&gt;
* RockRollA&lt;br /&gt;
* SiteBossSpearIceBullet&lt;br /&gt;
* SnowBowl&lt;br /&gt;
* SpurGearSmall&lt;br /&gt;
* StoneBall&lt;br /&gt;
* StoneBall_C&lt;br /&gt;
* SwitchGear&lt;br /&gt;
* SwitchGearSmall&lt;br /&gt;
* SwitchGear_NoSpindle&lt;br /&gt;
* SwitchGear_NoSpindle_Thin&lt;br /&gt;
* SwitchStep&lt;br /&gt;
* SwitchStepLOnce&lt;br /&gt;
* SwitchStepOnce&lt;br /&gt;
* SwitchWaterWheel_A&lt;br /&gt;
* SwitchWind&lt;br /&gt;
* SwitchWind_DLC_B_01&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Wood&lt;br /&gt;
* Test_MetalBarrel_A&lt;br /&gt;
* Test_SwitchWind&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_HyruleCastleObject_ShatterFence_Wood_B_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_ShutterFence_Iron_M_A_01&lt;br /&gt;
* TwnObj_HyruleCastleObject_SteppingSwitch_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorL_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridgeDoorR_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_FishingPot_A_M_Act_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&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_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk&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;
* WaterPump&lt;br /&gt;
* WaterPump_B&lt;br /&gt;
* WindGenerator&lt;br /&gt;
* WindGeneratorLength&lt;br /&gt;
* Wizzrobe_WeatherIceBall&lt;br /&gt;
* WoodBall_Golf}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerMiddle || Sets the amount of time the object can be in stasis to 5 seconds || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_AirOctarock&lt;br /&gt;
* Enemy_Assassin_Azito_Middle&lt;br /&gt;
* Enemy_Assassin_Azito_Middle_DLC2&lt;br /&gt;
* Enemy_Assassin_Junior&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_001&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_002&lt;br /&gt;
* Enemy_Assassin_Middle&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Shooter_Azito_Junior&lt;br /&gt;
* Enemy_Assassin_Shooter_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_GanonGrudge&lt;br /&gt;
* Enemy_GanonGrudge_01&lt;br /&gt;
* Enemy_GanonGrudge_02&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior&lt;br /&gt;
* RemainsFire_Drone_A_01&lt;br /&gt;
* RemainsWaterChaseBullet&lt;br /&gt;
* RemainsWaterExplodeBullet}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerNoDisplay || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BalanceLift&lt;br /&gt;
* BeltConveyor&lt;br /&gt;
* DLC_SwitchStepOnce&lt;br /&gt;
* DgnObj_BalanceLift_B&lt;br /&gt;
* DgnObj_BeltConveyor_DLC&lt;br /&gt;
* DgnObj_BoardSeesaw_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A_050&lt;br /&gt;
* DgnObj_BoardSeesaw_B&lt;br /&gt;
* DgnObj_BoardSeesaw_C&lt;br /&gt;
* DgnObj_BoardStone_C&lt;br /&gt;
* DgnObj_DLC_BevelGear_A_02&lt;br /&gt;
* DgnObj_DLC_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_DoorParts_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Lift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_Propeller_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_C_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_Gear_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_E_Faucet_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuPulleyLift_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_02&lt;br /&gt;
* DgnObj_DLC_IbutsuShaft_A_05&lt;br /&gt;
* DgnObj_DLC_SliderBlockConcaveDisk_A_03&lt;br /&gt;
* DgnObj_DLC_SpurGearToothL_B_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_01&lt;br /&gt;
* DgnObj_DLC_SpurGear_A_02&lt;br /&gt;
* DgnObj_DLC_SpurGear_B_01&lt;br /&gt;
* DgnObj_DLC_SwitchStep_A_01&lt;br /&gt;
* DgnObj_GearHandle_A_01&lt;br /&gt;
* DgnObj_HingeBoard_A&lt;br /&gt;
* DgnObj_Hrl_RailLift_6x6_01&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_02&lt;br /&gt;
* DgnObj_IbutsuElectricLift_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_01&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_02&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_03&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_04&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_05&lt;br /&gt;
* DgnObj_IbutsuWaterGear_A_06&lt;br /&gt;
* DgnObj_Seesaw_B&lt;br /&gt;
* DgnObj_SwitchStepOnce_B&lt;br /&gt;
* DgnObj_SwitchStepOnce_C_01&lt;br /&gt;
* DgnObj_WindGenerator_A&lt;br /&gt;
* RailLift&lt;br /&gt;
* RailLiftOneWay&lt;br /&gt;
* RailLift_B&lt;br /&gt;
* SpurGearSmall&lt;br /&gt;
* SwitchGear&lt;br /&gt;
* SwitchGearSmall&lt;br /&gt;
* SwitchGear_NoSpindle&lt;br /&gt;
* SwitchGear_NoSpindle_Thin&lt;br /&gt;
* SwitchStep&lt;br /&gt;
* SwitchStepLOnce&lt;br /&gt;
* SwitchStepOnce&lt;br /&gt;
* SwitchWaterWheel_A&lt;br /&gt;
* SwitchWind&lt;br /&gt;
* SwitchWind_DLC_B_01&lt;br /&gt;
* WaterPump&lt;br /&gt;
* WaterPump_B&lt;br /&gt;
* WindGenerator&lt;br /&gt;
* WindGeneratorLength}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerNotCancelAtk || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DLC_WallSpike132&lt;br /&gt;
* DLC_WallSpikeMovableBox_A&lt;br /&gt;
* DLC_WallSpikeMovableBox_B&lt;br /&gt;
* DgnObj_DLC_IbutsuExD_WallSpike_A_01&lt;br /&gt;
* DgnObj_DLC_WallSpikeMovable&lt;br /&gt;
* DgnObj_FloorSpike_A_01&lt;br /&gt;
* DgnObj_SliderSpike_A&lt;br /&gt;
* DgnObj_SpikeBall_028&lt;br /&gt;
* DgnObj_SpikeBall_051&lt;br /&gt;
* DgnObj_SpikeBall_A&lt;br /&gt;
* DgnObj_SpikeBall_B&lt;br /&gt;
* DgnObj_SpikeBall_NoHitRope&lt;br /&gt;
* DgnObj_WallSpike_067&lt;br /&gt;
* DgnObj_WallSpike_067_None&lt;br /&gt;
* DgnObj_WallSpike_B_01&lt;br /&gt;
* FldObj_DamagePlant_A_01&lt;br /&gt;
* FldObj_DamagePlant_A_02&lt;br /&gt;
* FldObj_DamagePlant_Challenge&lt;br /&gt;
* FldObj_DamageRockMaze_A_01&lt;br /&gt;
* FldObj_DamageRock_A_01&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01_NearEnemy&lt;br /&gt;
* WallSpike&lt;br /&gt;
* WallSpikeTgt}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerShort || Sets the amount of time the object can be in stasis to 1.5 seconds || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_ChildDevice&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* GuardianBeamCannon&lt;br /&gt;
* GuardianWeakPoint&lt;br /&gt;
* Guardian_A_BrokenLeg_L&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Moss&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Sand&lt;br /&gt;
* Guardian_A_BrokenLeg_L_Snow&lt;br /&gt;
* Guardian_A_BrokenLeg_S&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Moss&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Sand&lt;br /&gt;
* Guardian_A_BrokenLeg_S_Snow&lt;br /&gt;
* Guardian_A_Leg&lt;br /&gt;
* Guardian_A_Leg_Moss&lt;br /&gt;
* Guardian_A_Leg_Sand&lt;br /&gt;
* Guardian_A_Leg_Snow&lt;br /&gt;
* Guardian_C_Propeller&lt;br /&gt;
* Guardian_C_Propeller_Clean&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone&lt;br /&gt;
* Priest_Boss_ShadowClone_Bullet&lt;br /&gt;
* Priest_Boss_ShadowClone_Real}}&lt;br /&gt;
|-&lt;br /&gt;
| StopTimerSmallMass || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_B_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuObj_MagnePole_A_01&lt;br /&gt;
* DgnObj_DLC_IronBall_L_A_01&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamAssassin || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Assassin_Azito_Middle&lt;br /&gt;
* Enemy_Assassin_Azito_Middle_DLC2&lt;br /&gt;
* Enemy_Assassin_Junior&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_001&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_002&lt;br /&gt;
* Enemy_Assassin_Middle&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* Enemy_Assassin_Shooter_Azito_Junior&lt;br /&gt;
* Enemy_Assassin_Shooter_Junior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamBokoblin || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamChuchu || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamForestGiant || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamGolem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Fire_R_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_R_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_R_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_R_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Ice_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Ice_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Ice_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Ice_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Golem_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Upper_Arm_R}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamGolemLittle || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamGuardian || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* GuardianBeamCannon&lt;br /&gt;
* GuardianWeakPoint&lt;br /&gt;
* Guardian_A_Leg&lt;br /&gt;
* Guardian_A_Leg_Moss&lt;br /&gt;
* Guardian_A_Leg_Sand&lt;br /&gt;
* Guardian_A_Leg_Snow&lt;br /&gt;
* Guardian_C_Propeller&lt;br /&gt;
* Guardian_C_Propeller_Clean}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamGuardianMini || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamLizarfos || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamLynel || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamMoriblin || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamStalfos || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior}}&lt;br /&gt;
|-&lt;br /&gt;
| TeamWizzrobe || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| ThickTreeWeapon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| ThinTreeWeapon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| ThroughCheckForceBlowAttack || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEXD_FirePillar_A_01&lt;br /&gt;
* DgnObj_DLC_IbutsuEXD_FirePillar_A_02&lt;br /&gt;
* DgnObj_FirePillar&lt;br /&gt;
* DgnObj_FirePillar_B&lt;br /&gt;
* DgnObj_FirePillar_C&lt;br /&gt;
* DgnObj_FirePillar_C_01&lt;br /&gt;
* DgnObj_FirePillar_C_02&lt;br /&gt;
* DgnObj_FirePillar_C_03&lt;br /&gt;
* DgnObj_FirePillar_C_04&lt;br /&gt;
* DgnObj_FirePillar_C_Physics}}&lt;br /&gt;
|-&lt;br /&gt;
| ThroughKorogFan || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_Balloon_Stay&lt;br /&gt;
* DgnObj_DLC_Balloon_Stay&lt;br /&gt;
* Enemy_AirOctarock&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57}}&lt;br /&gt;
|-&lt;br /&gt;
| TreasureBox || Marks the actor as a treasure chest || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Gamble&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* TBox_Field_Wood}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_PileLogs_A_01&lt;br /&gt;
* FldObj_RockLayerMossTreeBroadleaf_A_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02_Far&lt;br /&gt;
* Obj_TreeApple_A_L_01&lt;br /&gt;
* Obj_TreeApple_A_L_01_Stump&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeApple_A_M_01_Stump&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01_Stump&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBaobab_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_02&lt;br /&gt;
* Obj_TreeBaobab_A_03&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Stump&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_S_01&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Nest_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Set_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Stump&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_02&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Stump&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01_Stump&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeBurned_B_02_Stump&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreeConiferousSnowFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_04_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeConiferous_C_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Stump&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01&lt;br /&gt;
* Obj_TreeDorian_A_01_Stump&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Stump&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeDragonblood_Root_A_01&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02_Far&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_03_Stump&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_04&lt;br /&gt;
* Obj_TreeGiantHollow_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_02&lt;br /&gt;
* Obj_TreeGiant_A_01&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_01_Stump&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_A_02_Stump&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_LL_01&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_01_Stump&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_B_02_Stump&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_01_Stump&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreeMaple_C_02_Stump&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalmJungle_A_LL_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_01_Stump&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePalm_A_02_Stump&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreePine_A_01_Stump&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeStump_Broadleaf_A_01&lt;br /&gt;
* Obj_TreeStump_Coniferous_A_01&lt;br /&gt;
* Obj_TreeStump_Moss_A_01&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeTropical_A_LL_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01&lt;br /&gt;
* Obj_TreeWillow_A_01_Stump&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| TurnActorBowCharge || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_E_00&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L}}&lt;br /&gt;
|-&lt;br /&gt;
| TurnActorNearEnemy || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Barrel&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01_NearEnemy&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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_01&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_02&lt;br /&gt;
* Obj_DLC_ShieldFenceSnow_A_M_03&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_01&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_02&lt;br /&gt;
* Obj_ShieldFenceWood_A_M_03&lt;br /&gt;
* Pot&lt;br /&gt;
* TreasureLocaterKibako}}&lt;br /&gt;
|-&lt;br /&gt;
| TypeFish || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z}}&lt;br /&gt;
|-&lt;br /&gt;
| TypeInsect || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_EP&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_KimoP&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z}}&lt;br /&gt;
|-&lt;br /&gt;
| TypeKokko || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B}}&lt;br /&gt;
|-&lt;br /&gt;
| UnderGodForest || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cassowary_A&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Fox_A&lt;br /&gt;
* Animal_Fox_B&lt;br /&gt;
* Animal_Gull_A&lt;br /&gt;
* Animal_Hawk_A&lt;br /&gt;
* Animal_Heron_A&lt;br /&gt;
* Animal_Heron_B&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_EP&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_KimoP&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Ptarmigan_A&lt;br /&gt;
* Animal_Ptarmigan_B&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_RupeeRabbit_A&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Animal_WildDuck_A&lt;br /&gt;
* Animal_WildGoat_A&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C&lt;br /&gt;
* CherryParticle_02&lt;br /&gt;
* GameRomHorseNushi&lt;br /&gt;
* SpiritForest_Effect}}&lt;br /&gt;
|-&lt;br /&gt;
| UnderGodForestOff || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Octarock_Forest}}&lt;br /&gt;
|-&lt;br /&gt;
| UndispCut || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_PlantCamelliaLeaf_A&lt;br /&gt;
* Obj_PlantMelonGrass_A_01&lt;br /&gt;
* Obj_PlantPumpkinGrass_A_01&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_ChiliPepper_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_M_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_S_01&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_PampasGrass_A_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_WaterFrogbit_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C&lt;br /&gt;
* Plant_OriginalGrass_A&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| UnuseModelLight || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_DeathMountain_Base&lt;br /&gt;
* FldObj_DeathMountain_BaseUnder&lt;br /&gt;
* FldObj_DeathMountain_BaseUnder_Far&lt;br /&gt;
* FldObj_DeathMountain_Base_Far&lt;br /&gt;
* FldObj_LavaPlane_A_04&lt;br /&gt;
* FldObj_LavaPlane_A_04_Far&lt;br /&gt;
* FldObj_WorldEnd_A_01&lt;br /&gt;
* FldObj_WorldEnd_A_02&lt;br /&gt;
* FldObj_WorldEnd_A_03&lt;br /&gt;
* FldObj_WorldEnd_A_03_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| UseAnimalSupportNormalCalculator || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* WolfLink}}&lt;br /&gt;
|-&lt;br /&gt;
| UseAnimalUnit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Boar_C&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cassowary_A&lt;br /&gt;
* Animal_Cow_A&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Dog_A&lt;br /&gt;
* Animal_Dog_B&lt;br /&gt;
* Animal_Dog_C&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Fox_A&lt;br /&gt;
* Animal_Fox_B&lt;br /&gt;
* Animal_Goat_A&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_RupeeRabbit_A&lt;br /&gt;
* Animal_Sheep_A&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Animal_SunazarashiSP_A&lt;br /&gt;
* Animal_SunazarashiSP_C&lt;br /&gt;
* Animal_Sunazarashi_A&lt;br /&gt;
* Animal_Sunazarashi_B&lt;br /&gt;
* Animal_Sunazarashi_D_DLC2nd&lt;br /&gt;
* Animal_WildGoat_A&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* GameRomHorse&lt;br /&gt;
* GameRomHorse00L&lt;br /&gt;
* GameRomHorse00S&lt;br /&gt;
* GameRomHorse01&lt;br /&gt;
* GameRomHorse02&lt;br /&gt;
* GameRomHorse03&lt;br /&gt;
* GameRomHorse04&lt;br /&gt;
* GameRomHorse05&lt;br /&gt;
* GameRomHorse06&lt;br /&gt;
* GameRomHorse07&lt;br /&gt;
* GameRomHorse08&lt;br /&gt;
* GameRomHorse09&lt;br /&gt;
* GameRomHorse10&lt;br /&gt;
* GameRomHorse11&lt;br /&gt;
* GameRomHorse12&lt;br /&gt;
* GameRomHorse13&lt;br /&gt;
* GameRomHorse14&lt;br /&gt;
* GameRomHorse15&lt;br /&gt;
* GameRomHorse16&lt;br /&gt;
* GameRomHorse17&lt;br /&gt;
* GameRomHorse18&lt;br /&gt;
* GameRomHorse19&lt;br /&gt;
* GameRomHorse20&lt;br /&gt;
* GameRomHorse21&lt;br /&gt;
* GameRomHorse22&lt;br /&gt;
* GameRomHorse23&lt;br /&gt;
* GameRomHorseBone&lt;br /&gt;
* GameRomHorseBone_AllDay&lt;br /&gt;
* GameRomHorseEpona&lt;br /&gt;
* GameRomHorseNushi&lt;br /&gt;
* GameRomHorseZelda&lt;br /&gt;
* WolfLink}}&lt;br /&gt;
|-&lt;br /&gt;
| UseBossExHPParamForMasterMode || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone_Real}}&lt;br /&gt;
|-&lt;br /&gt;
| UseChemicalType || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_40}}&lt;br /&gt;
|-&lt;br /&gt;
| UseClothReactionUnit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* WolfLink}}&lt;br /&gt;
|-&lt;br /&gt;
| UseExtendedEntity || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cow_A&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| UseExtraBindActor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Donkey_B&lt;br /&gt;
* Animal_Horse_A}}&lt;br /&gt;
|-&lt;br /&gt;
| UseModelFadeAlphaInEvent || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_WaterFallDungeon_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| UseNecklaceSaveFlag || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| UseTgSensorMaterialOnHit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Priest_Boss_Giant}}&lt;br /&gt;
|-&lt;br /&gt;
| VeryThinTreeWeapon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| VillagerMgrNoSleepDuringEvent || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* ChangeWeatherTag&lt;br /&gt;
* ChangeWeatherTag_NoCalcInEvent&lt;br /&gt;
* ChangeWindTag&lt;br /&gt;
* EnduranceEnvChangeTag&lt;br /&gt;
* Npc_Goron006}}&lt;br /&gt;
|-&lt;br /&gt;
| WarmWeapon || Causes the weapon to warm Link if he has it equipped || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_060}}&lt;br /&gt;
|-&lt;br /&gt;
| WarpIcon || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_WarpDLC}}&lt;br /&gt;
|-&lt;br /&gt;
| WatchmanEquip || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BokoblinPipe&lt;br /&gt;
* LizalfosPipe&lt;br /&gt;
* MoriblinPipe}}&lt;br /&gt;
|-&lt;br /&gt;
| WeaponHookSandworm || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_SandwormR}}&lt;br /&gt;
|-&lt;br /&gt;
| WhiteArrowAttentionOFF || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_EnemyLookoutBanana_A_01&lt;br /&gt;
* Obj_TreeApple_A_L_01&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDorian_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWillow_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| WigBox || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* OctObj_Stone_TBox}}&lt;br /&gt;
|-&lt;br /&gt;
| WigGrass || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* OctObj_Grass_01&lt;br /&gt;
* OctObj_Grass_02&lt;br /&gt;
* OctObj_Grass_03&lt;br /&gt;
* OctObj_Grass_04&lt;br /&gt;
* OctObj_Grass_05&lt;br /&gt;
* OctObj_Grass_06&lt;br /&gt;
* OctObj_Grass_08}}&lt;br /&gt;
|-&lt;br /&gt;
| WigStone || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* OctObj_Stone_01}}&lt;br /&gt;
|-&lt;br /&gt;
| WigTree || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* OctObj_Grass_07}}&lt;br /&gt;
|-&lt;br /&gt;
| WolfLinkGroundCheckTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_Hawk_A&lt;br /&gt;
* Animal_Heron_A&lt;br /&gt;
* Animal_Heron_B&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Ptarmigan_A&lt;br /&gt;
* Animal_Ptarmigan_B&lt;br /&gt;
* Animal_WildDuck_A}}&lt;br /&gt;
|-&lt;br /&gt;
| WolfLinkNoChainAttack || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow}}&lt;br /&gt;
|-&lt;br /&gt;
| WolfLinkNoTarget || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Enemy_Bee_Swarm&lt;br /&gt;
* Enemy_Bee_Swarm_HeapMeasure}}&lt;br /&gt;
|-&lt;br /&gt;
| WolfLinkPowerUpFood || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12}}&lt;br /&gt;
|-&lt;br /&gt;
| XLinkEventOnAtInit || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_MasterSwordBase_100Enemy}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanAnimal || Hyrule Compendium creatures || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Boar_C&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cassowary_A&lt;br /&gt;
* Animal_Cow_A&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_Crow_Swarm&lt;br /&gt;
* Animal_Crow_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Dog_A&lt;br /&gt;
* Animal_Dog_B&lt;br /&gt;
* Animal_Dog_C&lt;br /&gt;
* Animal_Donkey_B&lt;br /&gt;
* Animal_Donkey_C&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Fox_A&lt;br /&gt;
* Animal_Fox_B&lt;br /&gt;
* Animal_Goat_A&lt;br /&gt;
* Animal_Goat_B&lt;br /&gt;
* Animal_Gull_A&lt;br /&gt;
* Animal_Gull_Swarm&lt;br /&gt;
* Animal_Gull_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Hawk_A&lt;br /&gt;
* Animal_Heron_A&lt;br /&gt;
* Animal_Heron_B&lt;br /&gt;
* Animal_Horse_A&lt;br /&gt;
* Animal_Insect_A&lt;br /&gt;
* Animal_Insect_AA&lt;br /&gt;
* Animal_Insect_AB&lt;br /&gt;
* Animal_Insect_B&lt;br /&gt;
* Animal_Insect_C&lt;br /&gt;
* Animal_Insect_E&lt;br /&gt;
* Animal_Insect_F&lt;br /&gt;
* Animal_Insect_G&lt;br /&gt;
* Animal_Insect_H&lt;br /&gt;
* Animal_Insect_I&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_M&lt;br /&gt;
* Animal_Insect_N&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_P&lt;br /&gt;
* Animal_Insect_Q&lt;br /&gt;
* Animal_Insect_R&lt;br /&gt;
* Animal_Insect_S&lt;br /&gt;
* Animal_Insect_T&lt;br /&gt;
* Animal_Insect_X&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Pigeon_B_Swarm&lt;br /&gt;
* Animal_Pigeon_B_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Pigeon_Swarm&lt;br /&gt;
* Animal_Pigeon_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Ptarmigan_A&lt;br /&gt;
* Animal_Ptarmigan_B&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_RupeeRabbit_A&lt;br /&gt;
* Animal_Sheep_A&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Animal_SunazarashiSP_A&lt;br /&gt;
* Animal_SunazarashiSP_B&lt;br /&gt;
* Animal_SunazarashiSP_C&lt;br /&gt;
* Animal_Sunazarashi_A&lt;br /&gt;
* Animal_Sunazarashi_B&lt;br /&gt;
* Animal_Sunazarashi_D_DLC2nd&lt;br /&gt;
* Animal_WildDuck_A&lt;br /&gt;
* Animal_WildGoat_A&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C&lt;br /&gt;
* GameRomHorse&lt;br /&gt;
* GameRomHorse00L&lt;br /&gt;
* GameRomHorse00S&lt;br /&gt;
* GameRomHorse01&lt;br /&gt;
* GameRomHorse02&lt;br /&gt;
* GameRomHorse03&lt;br /&gt;
* GameRomHorse04&lt;br /&gt;
* GameRomHorse05&lt;br /&gt;
* GameRomHorse06&lt;br /&gt;
* GameRomHorse07&lt;br /&gt;
* GameRomHorse08&lt;br /&gt;
* GameRomHorse09&lt;br /&gt;
* GameRomHorse10&lt;br /&gt;
* GameRomHorse11&lt;br /&gt;
* GameRomHorse12&lt;br /&gt;
* GameRomHorse13&lt;br /&gt;
* GameRomHorse14&lt;br /&gt;
* GameRomHorse15&lt;br /&gt;
* GameRomHorse16&lt;br /&gt;
* GameRomHorse17&lt;br /&gt;
* GameRomHorse18&lt;br /&gt;
* GameRomHorse19&lt;br /&gt;
* GameRomHorse20&lt;br /&gt;
* GameRomHorse21&lt;br /&gt;
* GameRomHorse22&lt;br /&gt;
* GameRomHorse23&lt;br /&gt;
* GameRomHorseBone&lt;br /&gt;
* GameRomHorseBone_AllDay&lt;br /&gt;
* GameRomHorseEpona&lt;br /&gt;
* GameRomHorseNushi&lt;br /&gt;
* GameRomHorseZelda&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanBoss || Hyrule Compendium elite enemies || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Dragon_Electric&lt;br /&gt;
* Enemy_Dragon_Electric_Far&lt;br /&gt;
* Enemy_Dragon_Fire&lt;br /&gt;
* Enemy_Dragon_Fire_Far&lt;br /&gt;
* Enemy_Dragon_Grudge&lt;br /&gt;
* Enemy_Dragon_Grudge_Far&lt;br /&gt;
* Enemy_Dragon_Ice&lt;br /&gt;
* Enemy_Dragon_Ice_Far&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone_Real}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanDLCOnly || Hyrule Compendium DLC only entries || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_Weapon_Sword_502&lt;br /&gt;
* Enemy_AirOctarock&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone_Real&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanEnemy || Hyrule Compendium enemies || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_AirOctarock&lt;br /&gt;
* Enemy_Assassin_Azito_Middle&lt;br /&gt;
* Enemy_Assassin_Azito_Middle_DLC2&lt;br /&gt;
* Enemy_Assassin_Junior&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_001&lt;br /&gt;
* Enemy_Assassin_Junior_Npc_002&lt;br /&gt;
* Enemy_Assassin_Middle&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* Enemy_Assassin_Shooter_Azito_Junior&lt;br /&gt;
* Enemy_Assassin_Shooter_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_Head_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_Dragon_Electric&lt;br /&gt;
* Enemy_Dragon_Electric_Far&lt;br /&gt;
* Enemy_Dragon_Fire&lt;br /&gt;
* Enemy_Dragon_Fire_Far&lt;br /&gt;
* Enemy_Dragon_Grudge&lt;br /&gt;
* Enemy_Dragon_Grudge_Far&lt;br /&gt;
* Enemy_Dragon_Ice&lt;br /&gt;
* Enemy_Dragon_Ice_Far&lt;br /&gt;
* Enemy_Ganon&lt;br /&gt;
* Enemy_GanonBeast&lt;br /&gt;
* Enemy_GanonGrudge&lt;br /&gt;
* Enemy_GanonGrudge_01&lt;br /&gt;
* Enemy_GanonGrudge_02&lt;br /&gt;
* Enemy_Giant_Bone&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Junior&lt;br /&gt;
* Enemy_Giant_Middle&lt;br /&gt;
* Enemy_Giant_Senior&lt;br /&gt;
* Enemy_Golem_Fire&lt;br /&gt;
* Enemy_Golem_Fire_R&lt;br /&gt;
* Enemy_Golem_Ice&lt;br /&gt;
* Enemy_Golem_Junior&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Golem_Middle&lt;br /&gt;
* Enemy_Golem_Senior&lt;br /&gt;
* Enemy_Guardian_A&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Moss&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Sand&lt;br /&gt;
* Enemy_Guardian_A_Fixed_Snow&lt;br /&gt;
* Enemy_Guardian_A_Moss&lt;br /&gt;
* Enemy_Guardian_A_Sand&lt;br /&gt;
* Enemy_Guardian_A_Snow&lt;br /&gt;
* Enemy_Guardian_B&lt;br /&gt;
* Enemy_Guardian_B_Clean&lt;br /&gt;
* Enemy_Guardian_C&lt;br /&gt;
* Enemy_Guardian_C_Clean&lt;br /&gt;
* Enemy_Guardian_Mini_Baby&lt;br /&gt;
* Enemy_Guardian_Mini_Baby_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe&lt;br /&gt;
* Enemy_Guardian_Mini_Junior_Wipe_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Middle&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_Dark&lt;br /&gt;
* Enemy_Guardian_Mini_Middle_DetachLineBeam&lt;br /&gt;
* Enemy_Guardian_Mini_Practice&lt;br /&gt;
* Enemy_Guardian_Mini_Senior&lt;br /&gt;
* Enemy_Guardian_Mini_Senior_Dark&lt;br /&gt;
* Enemy_Keese&lt;br /&gt;
* Enemy_Keese_AllDay&lt;br /&gt;
* Enemy_Keese_Electric&lt;br /&gt;
* Enemy_Keese_Electric_AllDay&lt;br /&gt;
* Enemy_Keese_Fire&lt;br /&gt;
* Enemy_Keese_Fire_AllDay&lt;br /&gt;
* Enemy_Keese_Ice&lt;br /&gt;
* Enemy_Keese_Ice_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior_Head&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior_Head&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano&lt;br /&gt;
* Enemy_Octarock&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* Enemy_Sandworm&lt;br /&gt;
* Enemy_SandwormR&lt;br /&gt;
* Enemy_SiteBoss_Bow&lt;br /&gt;
* Enemy_SiteBoss_Bow_Castle&lt;br /&gt;
* Enemy_SiteBoss_Bow_R&lt;br /&gt;
* Enemy_SiteBoss_Lsword&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Lsword_R&lt;br /&gt;
* Enemy_SiteBoss_Spear&lt;br /&gt;
* Enemy_SiteBoss_Spear_Castle&lt;br /&gt;
* Enemy_SiteBoss_Spear_R&lt;br /&gt;
* Enemy_SiteBoss_Sword&lt;br /&gt;
* Enemy_SiteBoss_Sword_Castle&lt;br /&gt;
* Enemy_SiteBoss_Sword_R&lt;br /&gt;
* Enemy_Wizzrobe_Electric&lt;br /&gt;
* Enemy_Wizzrobe_Electric_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Fire&lt;br /&gt;
* Enemy_Wizzrobe_Fire_Senior&lt;br /&gt;
* Enemy_Wizzrobe_Ice&lt;br /&gt;
* Enemy_Wizzrobe_Ice_Senior&lt;br /&gt;
* Priest_Boss_Giant&lt;br /&gt;
* Priest_Boss_Normal&lt;br /&gt;
* Priest_Boss_ShadowClone_Real&lt;br /&gt;
* RemainsFire_Drone_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanHardModeOnly || Hyrule Compendium Master Mode-exclusive entries || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_AirOctarock&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Moriblin_Gold}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanOther || Hyrule Compendium treasures || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_MineralBury_A_01&lt;br /&gt;
* Obj_Mineral_A_01&lt;br /&gt;
* Obj_Mineral_B_01&lt;br /&gt;
* Obj_Mineral_C_01&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged&lt;br /&gt;
* TBox_Dungeon_Stone&lt;br /&gt;
* TBox_Dungeon_Wood&lt;br /&gt;
* TBox_Dungeon_Wood_AreaCulling&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* TBox_Field_Wood}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanSozai || Hyrule Compendium materials (literally &amp;quot;図鑑.素材&amp;quot;) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_Plant_Q}}&lt;br /&gt;
|-&lt;br /&gt;
| ZukanWeapon || Hyrule Compendium weapons || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientArrow&lt;br /&gt;
* BombArrow_A&lt;br /&gt;
* DgnObj_DLC_Weapon_Sword_502&lt;br /&gt;
* ElectricArrow&lt;br /&gt;
* FireArrow&lt;br /&gt;
* IceArrow&lt;br /&gt;
* NormalArrow&lt;br /&gt;
* Obj_AncientArrow_A_01&lt;br /&gt;
* Obj_AncientArrow_B_01&lt;br /&gt;
* Obj_AncientArrow_C_01&lt;br /&gt;
* Obj_ArrowBundle_A_01&lt;br /&gt;
* Obj_ArrowBundle_A_02&lt;br /&gt;
* Obj_ArrowBundle_A_10&lt;br /&gt;
* Obj_ArrowNormal_A_01&lt;br /&gt;
* Obj_BombArrow_A_01&lt;br /&gt;
* Obj_BombArrow_A_02&lt;br /&gt;
* Obj_BombArrow_A_03&lt;br /&gt;
* Obj_BombArrow_A_04&lt;br /&gt;
* Obj_ElectricArrow_A_01&lt;br /&gt;
* Obj_ElectricArrow_A_02&lt;br /&gt;
* Obj_ElectricArrow_A_03&lt;br /&gt;
* Obj_ElectricArrow_B_01&lt;br /&gt;
* Obj_FireArrow_A_01&lt;br /&gt;
* Obj_FireArrow_A_02&lt;br /&gt;
* Obj_FireArrow_A_03&lt;br /&gt;
* Obj_IceArrow_A_01&lt;br /&gt;
* Obj_IceArrow_A_02&lt;br /&gt;
* Obj_IceArrow_A_03&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_502}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Development tags ==&lt;br /&gt;
Unlike normal tags, &#039;&#039;&#039;development tags&#039;&#039;&#039; {{unofficial name}} are not used by the game at all. Rather, they are presumably only used during development and for the build process, since the tag names refer to internal development tools or processes and things like map texture generation.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;| Name !!style=&amp;quot;width: 45%&amp;quot;| Description !!style=&amp;quot;width: 35%&amp;quot;| List of actors&lt;br /&gt;
|-&lt;br /&gt;
| ActorMsgImportDisabled || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* ArmorProcessingEventTag&lt;br /&gt;
* Armor_001_Head_B&lt;br /&gt;
* Armor_002_Head_B&lt;br /&gt;
* Armor_003_Head_B&lt;br /&gt;
* Armor_004_Head_B&lt;br /&gt;
* Armor_012_Head_B&lt;br /&gt;
* Armor_015_Head_B&lt;br /&gt;
* Armor_022_Head_B&lt;br /&gt;
* Armor_042_Head_B&lt;br /&gt;
* Armor_077_Head_B&lt;br /&gt;
* Armor_078_Head_B&lt;br /&gt;
* Armor_079_Head_B&lt;br /&gt;
* Armor_177_Head_B&lt;br /&gt;
* Armor_178_Head_B&lt;br /&gt;
* Armor_220_Head_B&lt;br /&gt;
* Armor_221_Head_B&lt;br /&gt;
* Armor_222_Head_B&lt;br /&gt;
* Armor_223_Head_B&lt;br /&gt;
* Armor_224_Head_B&lt;br /&gt;
* Armor_Default_Head&lt;br /&gt;
* Armor_Default_Lower&lt;br /&gt;
* Armor_Default_Upper&lt;br /&gt;
* ArrowRainChild&lt;br /&gt;
* AssassinIronBall&lt;br /&gt;
* AssassinRockBall&lt;br /&gt;
* AssassinWindCutter&lt;br /&gt;
* AttackGrave&lt;br /&gt;
* DemoAssassinIronBall&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* Dm_Animal_Heron_A&lt;br /&gt;
* Dm_Animal_LittleBird_A&lt;br /&gt;
* Dm_Animal_Squirrel_A&lt;br /&gt;
* Dm_Enemy_Guardian_A_Sand_Perfect&lt;br /&gt;
* Dm_FireWoodDie&lt;br /&gt;
* Dm_FldObj_EnemyLookout_B_01&lt;br /&gt;
* Dm_FldObj_EnemyTrace_BoneBig_A_01&lt;br /&gt;
* Dm_FldObj_EnemyTrace_Bonesmall_A_01&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_01&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_02&lt;br /&gt;
* Dm_FldObj_SkullRockSnow_A_01&lt;br /&gt;
* Dm_FldObj_WeaponStand_A_01&lt;br /&gt;
* Dm_IbutsuWater_Plate&lt;br /&gt;
* Dm_Ibutu_Fire&lt;br /&gt;
* Dm_Kibako_Contain_01&lt;br /&gt;
* Dm_Locator&lt;br /&gt;
* Dm_Locator_DLC2nd&lt;br /&gt;
* Dm_Locator_Demo2020&lt;br /&gt;
* Dm_Npc_Gerudo_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Goron_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_RevivalFairy&lt;br /&gt;
* Dm_Npc_Rito_HeroSoul_Kago&lt;br /&gt;
* Dm_Npc_Sheiker_Searcher_M_001&lt;br /&gt;
* Dm_Npc_Zelda_Sibyl&lt;br /&gt;
* Dm_Npc_Zora_HeroSoul_Kago&lt;br /&gt;
* Dm_PlayerStole2&lt;br /&gt;
* DragonFlameBall&lt;br /&gt;
* DragonGrudgeBall&lt;br /&gt;
* DragonIceBall&lt;br /&gt;
* DragonThunderBall&lt;br /&gt;
* ElectricWaterBall&lt;br /&gt;
* EnemyGanonShockWave&lt;br /&gt;
* EnemyShockWave&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_GanonBeast_WeakPoint&lt;br /&gt;
* Enemy_GanonGhost&lt;br /&gt;
* Enemy_Ganon_Lsword_Weapon&lt;br /&gt;
* Enemy_Ganon_Sword_Weapon_FL&lt;br /&gt;
* Enemy_Ganon_Sword_Weapon_FR&lt;br /&gt;
* Enemy_Ganon_Sword_Weapon_MR&lt;br /&gt;
* Enemy_Giant_Attention&lt;br /&gt;
* Enemy_Giant_Bone_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Arm_L&lt;br /&gt;
* Enemy_Giant_Bone_Chin&lt;br /&gt;
* Enemy_Giant_Bone_Eye&lt;br /&gt;
* Enemy_Giant_Bone_Eye_AllDay&lt;br /&gt;
* Enemy_Giant_Bone_Rib&lt;br /&gt;
* Enemy_Giant_WeakPoint&lt;br /&gt;
* Enemy_Golem_Fire_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_R_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_R_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_R_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_R_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Fire_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Fire_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Ice_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Ice_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_Ice_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Ice_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_Lower_Arm_L&lt;br /&gt;
* Enemy_Golem_Lower_Arm_R&lt;br /&gt;
* Enemy_Golem_R_WeakPoint&lt;br /&gt;
* Enemy_Golem_Upper_Arm_L&lt;br /&gt;
* Enemy_Golem_Upper_Arm_R&lt;br /&gt;
* Enemy_Golem_WeakPoint&lt;br /&gt;
* Enemy_Golem_WeakPoint_02&lt;br /&gt;
* Enemy_Golem_WeakPoint_03&lt;br /&gt;
* Enemy_Keese_Swarm&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_SiteBoss_Bow_ChildDevice&lt;br /&gt;
* Enemy_SiteBoss_Lsword_Weapon&lt;br /&gt;
* Enemy_SiteBoss_Spear_Attention&lt;br /&gt;
* Enemy_SiteBoss_Spear_Weapon&lt;br /&gt;
* Enemy_SiteBoss_Sword_AfterImage&lt;br /&gt;
* Enemy_SiteBoss_Sword_Weapon&lt;br /&gt;
* ExpandElectricField&lt;br /&gt;
* ExpandFireField&lt;br /&gt;
* ExpandFireField_Golem&lt;br /&gt;
* ExpandFireField_Golem_Little&lt;br /&gt;
* ExpandFireField_Lynel&lt;br /&gt;
* ExpandIceField&lt;br /&gt;
* ExpandIceField_Golem&lt;br /&gt;
* ExpandIceField_Golem_Little&lt;br /&gt;
* Explode&lt;br /&gt;
* FireRodLv1Fire&lt;br /&gt;
* FireRodLv2Fire&lt;br /&gt;
* FireRodLv2FireChild&lt;br /&gt;
* FldObj_DLC_ShootingStarCollaboration&lt;br /&gt;
* FldObj_Giant_Bone&lt;br /&gt;
* FldObj_ShootingStar&lt;br /&gt;
* GaleArrow&lt;br /&gt;
* GameRomHorseReins_00L&lt;br /&gt;
* GameRomHorseReins_06&lt;br /&gt;
* GameRomHorseSaddle_00L&lt;br /&gt;
* GameRomHorseSaddle_00S&lt;br /&gt;
* GameRomHorseSaddle_06&lt;br /&gt;
* GanonFlameBall&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* GanonNormalArrow&lt;br /&gt;
* GanonPillarOfFlame&lt;br /&gt;
* GanonSeaOfFlame&lt;br /&gt;
* GanonShockWave&lt;br /&gt;
* GanonSpearForThrowing&lt;br /&gt;
* GanonThunder&lt;br /&gt;
* GanonTornado&lt;br /&gt;
* Giant_Bomb_Weapon&lt;br /&gt;
* Giant_Rock_Weapon&lt;br /&gt;
* GuardianWeakPoint&lt;br /&gt;
* Horse_Link_Mane_00L&lt;br /&gt;
* Horse_Link_Mane_00L_Reduction&lt;br /&gt;
* Horse_Link_Mane_01_Reduction&lt;br /&gt;
* Horse_Link_Mane_Grabbed&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Bear&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Bone&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Deer&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Doe&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Large&lt;br /&gt;
* Horse_Link_Mane_Grabbed_Nushi&lt;br /&gt;
* Horse_Link_Mane_Reduction&lt;br /&gt;
* IceRodLv1Ice&lt;br /&gt;
* IceRodLv2Ice&lt;br /&gt;
* Item_Amiibo&lt;br /&gt;
* Item_Amiibo_DropTable_000&lt;br /&gt;
* Item_Amiibo_DropTable_001&lt;br /&gt;
* Item_Amiibo_DropTable_002&lt;br /&gt;
* Item_Amiibo_DropTable_003&lt;br /&gt;
* Item_Amiibo_DropTable_004&lt;br /&gt;
* Item_Amiibo_DropTable_005&lt;br /&gt;
* Item_Amiibo_DropTable_006&lt;br /&gt;
* Item_Amiibo_DropTable_007&lt;br /&gt;
* Item_Amiibo_DropTable_008&lt;br /&gt;
* Item_Amiibo_DropTable_009&lt;br /&gt;
* Item_Amiibo_DropTable_010&lt;br /&gt;
* Item_Amiibo_DropTable_012&lt;br /&gt;
* Item_Amiibo_DropTable_013&lt;br /&gt;
* Item_Amiibo_DropTable_014&lt;br /&gt;
* Item_Amiibo_DropTable_015&lt;br /&gt;
* Item_Amiibo_DropTable_016&lt;br /&gt;
* Item_Amiibo_DropTable_017&lt;br /&gt;
* Item_Amiibo_DropTable_018&lt;br /&gt;
* Item_Amiibo_DropTable_019&lt;br /&gt;
* Item_Amiibo_DropTable_020&lt;br /&gt;
* Item_Amiibo_DropTable_021&lt;br /&gt;
* Item_Amiibo_DropTable_022&lt;br /&gt;
* Item_Amiibo_DropTable_023&lt;br /&gt;
* Item_Cook_B_03&lt;br /&gt;
* Item_Cook_B_04&lt;br /&gt;
* Item_Cook_B_14&lt;br /&gt;
* Item_Cook_C_01&lt;br /&gt;
* Item_Cook_C_02&lt;br /&gt;
* Item_Cook_C_05&lt;br /&gt;
* Item_Cook_C_06&lt;br /&gt;
* Item_Cook_C_07&lt;br /&gt;
* Item_Cook_C_08&lt;br /&gt;
* Item_Cook_C_11&lt;br /&gt;
* Item_Cook_C_12&lt;br /&gt;
* Item_Cook_C_13&lt;br /&gt;
* Item_Cook_C_14&lt;br /&gt;
* Item_Cook_C_15&lt;br /&gt;
* Item_Cook_G_07&lt;br /&gt;
* Item_Cook_G_08&lt;br /&gt;
* Item_Magnetglove&lt;br /&gt;
* LastBossThunder&lt;br /&gt;
* LizalfosFlame&lt;br /&gt;
* Lizalfos_ElectricWaterBall&lt;br /&gt;
* Lizalfos_IceBall&lt;br /&gt;
* Lizalfos_Lava&lt;br /&gt;
* Lizalfos_Water&lt;br /&gt;
* LynelFlame&lt;br /&gt;
* NPC_CaptionVoice&lt;br /&gt;
* NPC_DRCVoice&lt;br /&gt;
* NPC_Item_Plant_M&lt;br /&gt;
* NPC_PublicVoice&lt;br /&gt;
* NPC_artist_011&lt;br /&gt;
* NPC_oasis061&lt;br /&gt;
* NPC_oasis062&lt;br /&gt;
* NPC_oasis063&lt;br /&gt;
* NPC_oasis064&lt;br /&gt;
* NPC_oasis065&lt;br /&gt;
* NPC_oasis066&lt;br /&gt;
* NPC_oasis067&lt;br /&gt;
* NPC_oasis068&lt;br /&gt;
* NPC_oasis069&lt;br /&gt;
* NPC_oasis070&lt;br /&gt;
* Npc_100enemy_MiniGame&lt;br /&gt;
* Npc_Attacked_006_DLC2nd&lt;br /&gt;
* Npc_Attacked_011_DLC2nd&lt;br /&gt;
* Npc_BackseatKorok_Air&lt;br /&gt;
* Npc_Flower&lt;br /&gt;
* Npc_FollowGoron&lt;br /&gt;
* Npc_Gaman01&lt;br /&gt;
* Npc_Gaman01_DLC2nd&lt;br /&gt;
* Npc_Gaman02&lt;br /&gt;
* Npc_Gaman02_DLC2nd&lt;br /&gt;
* Npc_Gaman03&lt;br /&gt;
* Npc_Gaman03_DLC2nd&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A_Trash&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A_Trash_Drift&lt;br /&gt;
* Npc_Gerudo_LiquorBottle&lt;br /&gt;
* Npc_Gerudo_Promoter_Staff&lt;br /&gt;
* Npc_Goron020_2&lt;br /&gt;
* Npc_Goron_Chisel_000&lt;br /&gt;
* Npc_Goron_Hammer_C_000&lt;br /&gt;
* Npc_Goron_Pickaxe_C_000&lt;br /&gt;
* Npc_Goron_Pincers_C_000&lt;br /&gt;
* Npc_Hylia_Broom&lt;br /&gt;
* Npc_Hylia_Brush&lt;br /&gt;
* Npc_Hylia_Dustcloth&lt;br /&gt;
* Npc_Hylia_Laundry&lt;br /&gt;
* Npc_Hylia_Memo&lt;br /&gt;
* Npc_Hylia_Mug&lt;br /&gt;
* Npc_Hylia_Mug_Sake_0&lt;br /&gt;
* Npc_Hylia_Mug_Sake_1&lt;br /&gt;
* Npc_Hylia_Pen&lt;br /&gt;
* Npc_Hylia_Picturebook&lt;br /&gt;
* Npc_Hylia_Picturebook_Brown&lt;br /&gt;
* Npc_Hylia_Picturebook_Pink&lt;br /&gt;
* Npc_Hylia_Picturebook_Yellow&lt;br /&gt;
* Npc_Hylia_TestTube_000&lt;br /&gt;
* Npc_Hylia_TestTube_001&lt;br /&gt;
* Npc_Hylia_Twig&lt;br /&gt;
* Npc_Korogu_Minister_Maracas&lt;br /&gt;
* Npc_Korogu_Minister_Maracas_Left&lt;br /&gt;
* Npc_Musician_002&lt;br /&gt;
* Npc_Musician_003&lt;br /&gt;
* Npc_Musician_005&lt;br /&gt;
* Npc_Musician_006&lt;br /&gt;
* Npc_Musician_007&lt;br /&gt;
* Npc_Musician_008&lt;br /&gt;
* Npc_Musician_009&lt;br /&gt;
* Npc_Musician_010&lt;br /&gt;
* Npc_Musician_011&lt;br /&gt;
* Npc_Musician_012&lt;br /&gt;
* Npc_Musician_014&lt;br /&gt;
* Npc_Musician_015&lt;br /&gt;
* Npc_Musician_AoC_BalladOfHeroes&lt;br /&gt;
* Npc_Musician_AoC_BalladOfHeroes_Last&lt;br /&gt;
* Npc_Musician_AoC_HeroGerudo&lt;br /&gt;
* Npc_Musician_AoC_HeroGerudoRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroGoron&lt;br /&gt;
* Npc_Musician_AoC_HeroGoronRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroRito&lt;br /&gt;
* Npc_Musician_AoC_HeroRitoRelief&lt;br /&gt;
* Npc_Musician_AoC_HeroZora&lt;br /&gt;
* Npc_Musician_AoC_HeroZoraRelief&lt;br /&gt;
* Npc_NakedIslandPriest&lt;br /&gt;
* Npc_OldKorok_Forest&lt;br /&gt;
* Npc_OldKorok_Help&lt;br /&gt;
* Npc_OldKorok_Rvs&lt;br /&gt;
* Npc_OldKorok_WetLand&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000_Color&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_001&lt;br /&gt;
* Npc_TutorialDungeon&lt;br /&gt;
* Npc_UMiiVillage030&lt;br /&gt;
* Npc_UMiiVillage031&lt;br /&gt;
* Npc_UMiiVillage031_2&lt;br /&gt;
* Npc_UMiiVillage032&lt;br /&gt;
* Npc_ValleyVillage031&lt;br /&gt;
* Npc_oasis033&lt;br /&gt;
* Npc_oasis050_2&lt;br /&gt;
* Npc_oasis051&lt;br /&gt;
* Obj_DRStone_A_02&lt;br /&gt;
* Obj_LavoBook_A_01&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeGhost_A_03_Trunk&lt;br /&gt;
* Obj_TreeLog_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_A_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_B_02_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_01_Trunk&lt;br /&gt;
* Obj_TreeMaple_C_02_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalm_A_01_Trunk&lt;br /&gt;
* Obj_TreePalm_A_02_Trunk&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Trunk&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Trunk&lt;br /&gt;
* Obj_TreeWillow_A_01_Trunk&lt;br /&gt;
* OctObj_Grass_01&lt;br /&gt;
* OctObj_Grass_02&lt;br /&gt;
* OctObj_Grass_03&lt;br /&gt;
* OctObj_Grass_04&lt;br /&gt;
* OctObj_Grass_05&lt;br /&gt;
* OctObj_Grass_06&lt;br /&gt;
* OctObj_Grass_07&lt;br /&gt;
* OctObj_Grass_08&lt;br /&gt;
* OctObj_Stone_01&lt;br /&gt;
* OctObj_Stone_TBox&lt;br /&gt;
* Octarock_Bullet&lt;br /&gt;
* Octarock_Bullet_L&lt;br /&gt;
* Octarock_SnowBullet&lt;br /&gt;
* PlayerBeam&lt;br /&gt;
* PlayerShockWave&lt;br /&gt;
* PlayerStole2_Vagrant&lt;br /&gt;
* PriestBossShockWave&lt;br /&gt;
* PriestBossThunder&lt;br /&gt;
* Priest_Boss_AfterImage&lt;br /&gt;
* Priest_Boss_EarthRelease_Giant&lt;br /&gt;
* Priest_Boss_EarthRelease_Normal&lt;br /&gt;
* Priest_Boss_ElectricArrow&lt;br /&gt;
* Priest_Boss_FireArrow&lt;br /&gt;
* Priest_Boss_IceArrow&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* RemainsElectricCannon&lt;br /&gt;
* RemainsElectric_WeakPoint&lt;br /&gt;
* RemainsWaterChaseBullet&lt;br /&gt;
* RemainsWaterExplodeBullet&lt;br /&gt;
* RemainsWind_Battery_A_01&lt;br /&gt;
* RemoteBomb&lt;br /&gt;
* RemoteBomb2&lt;br /&gt;
* RemoteBombCube&lt;br /&gt;
* RemoteBombCube2&lt;br /&gt;
* Rock_Moriblin&lt;br /&gt;
* Rock_Weapon&lt;br /&gt;
* Self_HorseAssociationCustum&lt;br /&gt;
* SiteBossBigFlameBall&lt;br /&gt;
* SiteBossDrawingFlameTornado&lt;br /&gt;
* SiteBossFlameBall&lt;br /&gt;
* SiteBossGaleArrow&lt;br /&gt;
* SiteBossNormalArrow&lt;br /&gt;
* SiteBossPillarOfFlame&lt;br /&gt;
* SiteBossReflectArrow&lt;br /&gt;
* SiteBossSeaOfFlame&lt;br /&gt;
* SiteBossSeaOfFlameRotate&lt;br /&gt;
* SiteBossSpearForThrowing&lt;br /&gt;
* SiteBossSpearIceBullet&lt;br /&gt;
* SiteBossSpearShockWave&lt;br /&gt;
* SiteBossTornado&lt;br /&gt;
* SiteBossWearFlame&lt;br /&gt;
* Strange_Beacon_CookSet&lt;br /&gt;
* ThunderRodLv1Thunder&lt;br /&gt;
* ThunderRodLv2Thunder&lt;br /&gt;
* ThunderRodLv2ThunderChild&lt;br /&gt;
* TwnObj_BowBase_A_02&lt;br /&gt;
* TwnObj_BowBase_A_03&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_Past_A_01&lt;br /&gt;
* TwnObj_ShieldBase_A_02&lt;br /&gt;
* TwnObj_ShieldBase_A_03&lt;br /&gt;
* TwnObj_Village_SheikerMemoryPicture_A_01&lt;br /&gt;
* UMii_Korogu_PlantL_C_002&lt;br /&gt;
* Weapon_Goron_Knuckle&lt;br /&gt;
* Weapon_Sword_056&lt;br /&gt;
* Weapon_Sword_071&lt;br /&gt;
* Weapon_Sword_072&lt;br /&gt;
* Weapon_Sword_500&lt;br /&gt;
* Weapon_Sword_501&lt;br /&gt;
* Weapon_Sword_503&lt;br /&gt;
* Wizzrobe_WeatherIceBall&lt;br /&gt;
* dyecolor_00}}&lt;br /&gt;
|-&lt;br /&gt;
| ActorMsgImportForceEnabled || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GameRomHorseEpona}}&lt;br /&gt;
|-&lt;br /&gt;
| AreaSeries || Environmental weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_044}}&lt;br /&gt;
|-&lt;br /&gt;
| AssassinSeries || Yiga weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_073}}&lt;br /&gt;
|-&lt;br /&gt;
| AttrFire || Fire elemental weapons || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Sword_033}}&lt;br /&gt;
|-&lt;br /&gt;
| AttrIce || Ice elemental weapons || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Sword_034}}&lt;br /&gt;
|-&lt;br /&gt;
| AttrThunder || Electric elemental weapons || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Sword_035}}&lt;br /&gt;
|-&lt;br /&gt;
| AxSeries || Ax weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_032}}&lt;br /&gt;
|-&lt;br /&gt;
| Bake || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall&lt;br /&gt;
* AncientBallSwitch&lt;br /&gt;
* AncientBallSwitch2&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* BalanceLift&lt;br /&gt;
* Barrel_CDungeon&lt;br /&gt;
* BeltConveyor&lt;br /&gt;
* BeltConveyorTwoWay&lt;br /&gt;
* BlockCrack4x4x4&lt;br /&gt;
* BlockCrackFixed4x4x4&lt;br /&gt;
* BlockCrackFixed4x4x4_127&lt;br /&gt;
* DLC_DgnObj_BoardWood_L&lt;br /&gt;
* DLC_DgnObj_FireBox131_A_01&lt;br /&gt;
* DLC_SwitchStepOnce&lt;br /&gt;
* DLC_WallSpike132&lt;br /&gt;
* DLC_WallSpikeMovableBox_A&lt;br /&gt;
* DLC_WallSpikeMovableBox_B&lt;br /&gt;
* DgnMrgPrt_Dungeon000&lt;br /&gt;
* DgnMrgPrt_Dungeon001&lt;br /&gt;
* DgnMrgPrt_Dungeon002&lt;br /&gt;
* DgnMrgPrt_Dungeon003&lt;br /&gt;
* DgnMrgPrt_Dungeon004&lt;br /&gt;
* DgnMrgPrt_Dungeon005&lt;br /&gt;
* DgnMrgPrt_Dungeon006&lt;br /&gt;
* DgnMrgPrt_Dungeon007&lt;br /&gt;
* DgnMrgPrt_Dungeon008&lt;br /&gt;
* DgnMrgPrt_Dungeon009&lt;br /&gt;
* DgnMrgPrt_Dungeon010&lt;br /&gt;
* DgnMrgPrt_Dungeon011&lt;br /&gt;
* DgnMrgPrt_Dungeon012&lt;br /&gt;
* DgnMrgPrt_Dungeon013&lt;br /&gt;
* DgnMrgPrt_Dungeon014&lt;br /&gt;
* DgnMrgPrt_Dungeon015&lt;br /&gt;
* DgnMrgPrt_Dungeon016&lt;br /&gt;
* DgnMrgPrt_Dungeon017&lt;br /&gt;
* DgnMrgPrt_Dungeon018&lt;br /&gt;
* DgnMrgPrt_Dungeon019&lt;br /&gt;
* DgnMrgPrt_Dungeon020&lt;br /&gt;
* DgnMrgPrt_Dungeon021&lt;br /&gt;
* DgnMrgPrt_Dungeon022&lt;br /&gt;
* DgnMrgPrt_Dungeon023&lt;br /&gt;
* DgnMrgPrt_Dungeon024&lt;br /&gt;
* DgnMrgPrt_Dungeon025&lt;br /&gt;
* DgnMrgPrt_Dungeon026&lt;br /&gt;
* DgnMrgPrt_Dungeon027&lt;br /&gt;
* DgnMrgPrt_Dungeon028&lt;br /&gt;
* DgnMrgPrt_Dungeon029&lt;br /&gt;
* DgnMrgPrt_Dungeon030&lt;br /&gt;
* DgnMrgPrt_Dungeon031&lt;br /&gt;
* DgnMrgPrt_Dungeon032&lt;br /&gt;
* DgnMrgPrt_Dungeon033&lt;br /&gt;
* DgnMrgPrt_Dungeon034&lt;br /&gt;
* DgnMrgPrt_Dungeon035&lt;br /&gt;
* DgnMrgPrt_Dungeon036&lt;br /&gt;
* DgnMrgPrt_Dungeon037&lt;br /&gt;
* DgnMrgPrt_Dungeon038&lt;br /&gt;
* DgnMrgPrt_Dungeon039&lt;br /&gt;
* DgnMrgPrt_Dungeon040&lt;br /&gt;
* DgnMrgPrt_Dungeon041&lt;br /&gt;
* DgnMrgPrt_Dungeon042&lt;br /&gt;
* DgnMrgPrt_Dungeon043&lt;br /&gt;
* DgnMrgPrt_Dungeon044&lt;br /&gt;
* DgnMrgPrt_Dungeon045&lt;br /&gt;
* DgnMrgPrt_Dungeon046&lt;br /&gt;
* DgnMrgPrt_Dungeon047&lt;br /&gt;
* DgnMrgPrt_Dungeon048&lt;br /&gt;
* DgnMrgPrt_Dungeon049&lt;br /&gt;
* DgnMrgPrt_Dungeon050&lt;br /&gt;
* DgnMrgPrt_Dungeon051&lt;br /&gt;
* DgnMrgPrt_Dungeon052&lt;br /&gt;
* DgnMrgPrt_Dungeon053&lt;br /&gt;
* DgnMrgPrt_Dungeon054&lt;br /&gt;
* DgnMrgPrt_Dungeon055&lt;br /&gt;
* DgnMrgPrt_Dungeon056&lt;br /&gt;
* DgnMrgPrt_Dungeon057&lt;br /&gt;
* DgnMrgPrt_Dungeon058&lt;br /&gt;
* DgnMrgPrt_Dungeon059&lt;br /&gt;
* DgnMrgPrt_Dungeon060&lt;br /&gt;
* DgnMrgPrt_Dungeon061&lt;br /&gt;
* DgnMrgPrt_Dungeon062&lt;br /&gt;
* DgnMrgPrt_Dungeon063&lt;br /&gt;
* DgnMrgPrt_Dungeon064&lt;br /&gt;
* DgnMrgPrt_Dungeon065&lt;br /&gt;
* DgnMrgPrt_Dungeon066&lt;br /&gt;
* DgnMrgPrt_Dungeon067&lt;br /&gt;
* DgnMrgPrt_Dungeon068&lt;br /&gt;
* DgnMrgPrt_Dungeon069&lt;br /&gt;
* DgnMrgPrt_Dungeon070&lt;br /&gt;
* DgnMrgPrt_Dungeon071&lt;br /&gt;
* DgnMrgPrt_Dungeon072&lt;br /&gt;
* DgnMrgPrt_Dungeon073&lt;br /&gt;
* DgnMrgPrt_Dungeon074&lt;br /&gt;
* DgnMrgPrt_Dungeon075&lt;br /&gt;
* DgnMrgPrt_Dungeon076&lt;br /&gt;
* DgnMrgPrt_Dungeon077&lt;br /&gt;
* DgnMrgPrt_Dungeon078&lt;br /&gt;
* DgnMrgPrt_Dungeon079&lt;br /&gt;
* DgnMrgPrt_Dungeon080&lt;br /&gt;
* DgnMrgPrt_Dungeon081&lt;br /&gt;
* DgnMrgPrt_Dungeon082&lt;br /&gt;
* DgnMrgPrt_Dungeon083&lt;br /&gt;
* DgnMrgPrt_Dungeon084&lt;br /&gt;
* DgnMrgPrt_Dungeon085&lt;br /&gt;
* DgnMrgPrt_Dungeon086&lt;br /&gt;
* DgnMrgPrt_Dungeon087&lt;br /&gt;
* DgnMrgPrt_Dungeon088&lt;br /&gt;
* DgnMrgPrt_Dungeon089&lt;br /&gt;
* DgnMrgPrt_Dungeon090&lt;br /&gt;
* DgnMrgPrt_Dungeon091&lt;br /&gt;
* DgnMrgPrt_Dungeon092&lt;br /&gt;
* DgnMrgPrt_Dungeon093&lt;br /&gt;
* DgnMrgPrt_Dungeon094&lt;br /&gt;
* DgnMrgPrt_Dungeon095&lt;br /&gt;
* DgnMrgPrt_Dungeon096&lt;br /&gt;
* DgnMrgPrt_Dungeon097&lt;br /&gt;
* DgnMrgPrt_Dungeon098&lt;br /&gt;
* DgnMrgPrt_Dungeon099&lt;br /&gt;
* DgnMrgPrt_Dungeon100&lt;br /&gt;
* DgnMrgPrt_Dungeon101&lt;br /&gt;
* DgnMrgPrt_Dungeon102&lt;br /&gt;
* DgnMrgPrt_Dungeon103&lt;br /&gt;
* DgnMrgPrt_Dungeon104&lt;br /&gt;
* DgnMrgPrt_Dungeon105&lt;br /&gt;
* DgnMrgPrt_Dungeon106&lt;br /&gt;
* DgnMrgPrt_Dungeon107&lt;br /&gt;
* DgnMrgPrt_Dungeon108&lt;br /&gt;
* DgnMrgPrt_Dungeon109&lt;br /&gt;
* DgnMrgPrt_Dungeon110&lt;br /&gt;
* DgnMrgPrt_Dungeon111&lt;br /&gt;
* DgnMrgPrt_Dungeon112&lt;br /&gt;
* DgnMrgPrt_Dungeon113&lt;br /&gt;
* DgnMrgPrt_Dungeon114&lt;br /&gt;
* DgnMrgPrt_Dungeon115&lt;br /&gt;
* DgnMrgPrt_Dungeon116&lt;br /&gt;
* DgnMrgPrt_Dungeon117&lt;br /&gt;
* DgnMrgPrt_Dungeon118&lt;br /&gt;
* DgnMrgPrt_Dungeon119&lt;br /&gt;
* DgnMrgPrt_Dungeon120&lt;br /&gt;
* DgnMrgPrt_Dungeon121&lt;br /&gt;
* DgnMrgPrt_Dungeon122&lt;br /&gt;
* DgnMrgPrt_Dungeon123&lt;br /&gt;
* DgnMrgPrt_Dungeon124&lt;br /&gt;
* DgnMrgPrt_Dungeon125&lt;br /&gt;
* DgnMrgPrt_Dungeon126&lt;br /&gt;
* DgnMrgPrt_Dungeon127&lt;br /&gt;
* DgnMrgPrt_Dungeon128&lt;br /&gt;
* DgnMrgPrt_Dungeon129&lt;br /&gt;
* DgnMrgPrt_Dungeon130&lt;br /&gt;
* DgnMrgPrt_Dungeon131&lt;br /&gt;
* DgnMrgPrt_Dungeon132&lt;br /&gt;
* DgnMrgPrt_Dungeon133&lt;br /&gt;
* DgnMrgPrt_Dungeon134&lt;br /&gt;
* DgnMrgPrt_Dungeon135&lt;br /&gt;
* DgnMrgPrt_Dungeon136&lt;br /&gt;
* DgnObj_AncientBallSwitch_A_03&lt;br /&gt;
* DgnObj_AncientBallSwitch_A_04&lt;br /&gt;
* DgnObj_AncientBallSwitch_A_05&lt;br /&gt;
* DgnObj_AncientBall_013&lt;br /&gt;
* DgnObj_AncientBall_02&lt;br /&gt;
* DgnObj_AncientBall_03&lt;br /&gt;
* DgnObj_AncientBall_037&lt;br /&gt;
* DgnObj_AncientBall_039&lt;br /&gt;
* DgnObj_AncientBall_04&lt;br /&gt;
* DgnObj_AncientBall_048&lt;br /&gt;
* DgnObj_AncientBall_06&lt;br /&gt;
* DgnObj_AncientBall_128&lt;br /&gt;
* DgnObj_AncientBall_130&lt;br /&gt;
* DgnObj_BalanceLift_B&lt;br /&gt;
* DgnObj_Balloon_Stay&lt;br /&gt;
* DgnObj_BeamDevice_Static&lt;br /&gt;
* DgnObj_BeltConveyor_DLC&lt;br /&gt;
* DgnObj_BoardIron_A_Fixed&lt;br /&gt;
* DgnObj_BoardIron_D&lt;br /&gt;
* DgnObj_BoardIron_DLC_D_01&lt;br /&gt;
* DgnObj_BoardIron_DLC_E_01&lt;br /&gt;
* DgnObj_BoardIron_E&lt;br /&gt;
* DgnObj_BoardLight_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A&lt;br /&gt;
* DgnObj_BoardSeesaw_A_050&lt;br /&gt;
* DgnObj_BoardSeesaw_B&lt;br /&gt;
* DgnObj_BoardSeesaw_C&lt;br /&gt;
* DgnObj_BoardStone_03&lt;br /&gt;
* DgnObj_BoardStone_B&lt;br /&gt;
* DgnObj_BoardStone_C&lt;br /&gt;
* DgnObj_BoardWood&lt;br /&gt;
* DgnObj_BoardWood_A&lt;br /&gt;
* DgnObj_BoardWood_C_01&lt;br /&gt;
* DgnObj_BoardWood_E_01&lt;br /&gt;
* DgnObj_BoardWood_L&lt;br /&gt;
* DgnObj_BowlIron_A&lt;br /&gt;
* DgnObj_BowlIron_B&lt;br /&gt;
* DgnObj_BoxIron_Secret&lt;br /&gt;
* DgnObj_BoxIron_SecretSlider&lt;br /&gt;
* DgnObj_BoxNet_A&lt;br /&gt;
* DgnObj_BoxNet_DLC_A_01&lt;br /&gt;
* DgnObj_BoxShutterBase_A_01&lt;br /&gt;
* DgnObj_BoxShutterBase_A_02&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4_Slide&lt;br /&gt;
* DgnObj_BoxShutter_4x4x4_Slow&lt;br /&gt;
* DgnObj_BoxStone_A&lt;br /&gt;
* DgnObj_BoxStone_B&lt;br /&gt;
* DgnObj_BoxStone_C&lt;br /&gt;
* DgnObj_BoxStone_C_01&lt;br /&gt;
* DgnObj_Candle&lt;br /&gt;
* DgnObj_Cannon_B&lt;br /&gt;
* DgnObj_CapShutter&lt;br /&gt;
* DgnObj_DLC_AncientBall_130&lt;br /&gt;
* DgnObj_DLC_BeamDevice_Static&lt;br /&gt;
* DgnObj_DLC_BoardSeesaw_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_02&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_03&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_04&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_05&lt;br /&gt;
* DgnObj_DLC_BoxNet_B_2&lt;br /&gt;
* DgnObj_DLC_CD_SliderBlockIron_A_01&lt;br /&gt;
* DgnObj_DLC_CandlePoleC_01&lt;br /&gt;
* DgnObj_DLC_CannonParts_A_01&lt;br /&gt;
* DgnObj_DLC_Cannon_A_01&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_A_04&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_02&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_03&lt;br /&gt;
* DgnObj_DLC_ColorfulAncientBall_Big_A_04&lt;br /&gt;
* DgnObj_DLC_EnemyLift_B_01&lt;br /&gt;
* DgnObj_DLC_GondolaRail_A_05&lt;br /&gt;
* DgnObj_DLC_Gondola_A_02&lt;br /&gt;
* DgnObj_DLC_GyroBox_A_01&lt;br /&gt;
* DgnObj_DLC_GyroBox_A_02&lt;br /&gt;
* DgnObj_DLC_IronRail_B&lt;br /&gt;
* DgnObj_DLC_IronRail_C_01&lt;br /&gt;
* DgnObj_DLC_Pillar_127_A_02&lt;br /&gt;
* DgnObj_DLC_RailBox4x4x12_01&lt;br /&gt;
* DgnObj_DLC_RopeBase_A_01&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFenceFrame_A_08&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_07&lt;br /&gt;
* DgnObj_DLC_ShutterFence_A_08&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_02&lt;br /&gt;
* DgnObj_DLC_SliderBlockIron_B_03&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_01&lt;br /&gt;
* DgnObj_DLC_SliderBlock_B_02&lt;br /&gt;
* DgnObj_DLC_SpurGear_B_01&lt;br /&gt;
* DgnObj_DLC_SwitchTarget_A&lt;br /&gt;
* DgnObj_DLC_TowerRoof2x2_A_01&lt;br /&gt;
* DgnObj_DLC_WallSpikeMovable&lt;br /&gt;
* DgnObj_DoorIron_A&lt;br /&gt;
* DgnObj_DoorIron_A_02&lt;br /&gt;
* DgnObj_DoorIron_A_R&lt;br /&gt;
* DgnObj_DoorStone_A&lt;br /&gt;
* DgnObj_DoorStone_A_R&lt;br /&gt;
* DgnObj_DownloadTerminalBody_A_01&lt;br /&gt;
* DgnObj_ElectricSphereStand_A_02&lt;br /&gt;
* DgnObj_ElectricWire_B_Consent_01&lt;br /&gt;
* DgnObj_ElectricWire_B_Cross_01&lt;br /&gt;
* DgnObj_ElectricWire_B_Down_01&lt;br /&gt;
* DgnObj_ElectricWire_B_End_01&lt;br /&gt;
* DgnObj_ElectricWire_B_Straight_01&lt;br /&gt;
* DgnObj_ElectricWire_B_Straight_02&lt;br /&gt;
* DgnObj_ElectricWire_B_Turn_01&lt;br /&gt;
* DgnObj_ElectricWire_B_Up_01&lt;br /&gt;
* DgnObj_EnemyLift_A_01&lt;br /&gt;
* DgnObj_FallDownPillar_A_01&lt;br /&gt;
* DgnObj_FenceDynamic_A&lt;br /&gt;
* DgnObj_Gate_A_01&lt;br /&gt;
* DgnObj_GoalExit&lt;br /&gt;
* DgnObj_Hammer_A_01&lt;br /&gt;
* DgnObj_HangedLamp_A&lt;br /&gt;
* DgnObj_HangedLamp_B&lt;br /&gt;
* DgnObj_HingeBoard_A&lt;br /&gt;
* DgnObj_HingeBoard_A_02&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* DgnObj_Hrl_CandlePoleA_01&lt;br /&gt;
* DgnObj_Hrl_CandlePoleB_01&lt;br /&gt;
* DgnObj_Hrl_CandlePoleC_01&lt;br /&gt;
* DgnObj_Hrl_CandleStandA_01&lt;br /&gt;
* DgnObj_Hrl_GoalSystem_A_01&lt;br /&gt;
* DgnObj_Hrl_RailLift_6x6_01&lt;br /&gt;
* DgnObj_Hrl_TowerRoof2x2_A_01&lt;br /&gt;
* DgnObj_Hrl_TowerRoof4x4_A_01&lt;br /&gt;
* DgnObj_Hrl_WallMarkE_01&lt;br /&gt;
* DgnObj_Hrl_WallMarkE_02&lt;br /&gt;
* DgnObj_Hrl_Warpin_2x2_01&lt;br /&gt;
* DgnObj_IronBall_Crane&lt;br /&gt;
* DgnObj_IronBall_Dummy&lt;br /&gt;
* DgnObj_IronBall_Gyro&lt;br /&gt;
* DgnObj_IronDoorL_A_01&lt;br /&gt;
* DgnObj_IronDoorR_A_01&lt;br /&gt;
* DgnObj_IronRail_A&lt;br /&gt;
* DgnObj_IronRail_A_02&lt;br /&gt;
* DgnObj_IronRail_A_03&lt;br /&gt;
* DgnObj_IronRail_B_03&lt;br /&gt;
* DgnObj_IronRail_Fixed&lt;br /&gt;
* DgnObj_KibakoDungeon_040&lt;br /&gt;
* DgnObj_MagneGearAcceptor_A_04&lt;br /&gt;
* DgnObj_Pillar_A_02&lt;br /&gt;
* DgnObj_PutterClub_A_01&lt;br /&gt;
* DgnObj_RailLift_Box&lt;br /&gt;
* DgnObj_RevolvingBox_A_01&lt;br /&gt;
* DgnObj_Seesaw_B&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_02&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_03&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_04&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_05&lt;br /&gt;
* DgnObj_ShutterFenceFrame_A_06&lt;br /&gt;
* DgnObj_ShutterFence_A_03&lt;br /&gt;
* DgnObj_ShutterFence_A_04&lt;br /&gt;
* DgnObj_ShutterFence_A_05&lt;br /&gt;
* DgnObj_ShutterFence_A_06&lt;br /&gt;
* DgnObj_ShutterKeyFrame_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A&lt;br /&gt;
* DgnObj_SliderBlockIron_A_02&lt;br /&gt;
* DgnObj_SliderBlockIron_C&lt;br /&gt;
* DgnObj_SliderBlockIron_D&lt;br /&gt;
* DgnObj_SliderBlockIron_D_01&lt;br /&gt;
* DgnObj_SliderBlockIron_E_01&lt;br /&gt;
* DgnObj_SliderBlock_A&lt;br /&gt;
* DgnObj_SliderBlock_A_02&lt;br /&gt;
* DgnObj_SliderBlock_A_03&lt;br /&gt;
* DgnObj_SliderSpike_A&lt;br /&gt;
* DgnObj_SliderStair_A&lt;br /&gt;
* DgnObj_SliderTruck_A&lt;br /&gt;
* DgnObj_SpikeBall_028&lt;br /&gt;
* DgnObj_SpikeBall_051&lt;br /&gt;
* DgnObj_SpikeBall_A&lt;br /&gt;
* DgnObj_SpikeBall_B&lt;br /&gt;
* DgnObj_SpikeBall_NoHitRope&lt;br /&gt;
* DgnObj_StoneBall_005&lt;br /&gt;
* DgnObj_StoneBall_040&lt;br /&gt;
* DgnObj_StoneBall_055&lt;br /&gt;
* DgnObj_StoneBall_B&lt;br /&gt;
* DgnObj_StoneBall_C&lt;br /&gt;
* DgnObj_StoneBarrel_A&lt;br /&gt;
* DgnObj_SwitchCapstanBody_A&lt;br /&gt;
* DgnObj_SwitchCapstan_A&lt;br /&gt;
* DgnObj_SwitchGyroTiltBody&lt;br /&gt;
* DgnObj_SwitchShutterFrame_A&lt;br /&gt;
* DgnObj_SwitchStake_A&lt;br /&gt;
* DgnObj_SwitchStake_Base&lt;br /&gt;
* DgnObj_SwitchStepOnce_B&lt;br /&gt;
* DgnObj_SwitchTarget_A&lt;br /&gt;
* DgnObj_WallSpike_067&lt;br /&gt;
* DgnObj_WallSpike_067_None&lt;br /&gt;
* DgnObj_WindGenerator_A&lt;br /&gt;
* DgnObj_WindGenerator_Dummy&lt;br /&gt;
* DgnObj_WindGenerator_Dummy_Stoppable&lt;br /&gt;
* DgnObj_hrl_Pillar1x1x4_01&lt;br /&gt;
* Enemy_Beamos_Static&lt;br /&gt;
* IronBall&lt;br /&gt;
* KibakoDungeon&lt;br /&gt;
* MagneGear&lt;br /&gt;
* MagneGearAcceptor&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_01&lt;br /&gt;
* Obj_BoxIron_B_2x2x2_02&lt;br /&gt;
* Obj_BoxIron_B_M_01&lt;br /&gt;
* Obj_BoxIron_B_M_02&lt;br /&gt;
* Obj_BoxIron_Light&lt;br /&gt;
* RailLift&lt;br /&gt;
* RailLiftOneWay&lt;br /&gt;
* RailLift_B&lt;br /&gt;
* RockRollA&lt;br /&gt;
* SS_object_ShutterFenceOnly00&lt;br /&gt;
* SpurGearSmall&lt;br /&gt;
* StoneBall&lt;br /&gt;
* StoneBall_C&lt;br /&gt;
* SwitchCandlestick&lt;br /&gt;
* SwitchCandlestickAncient&lt;br /&gt;
* SwitchCandlestickAncientOn&lt;br /&gt;
* SwitchCandlestickOn&lt;br /&gt;
* SwitchGear&lt;br /&gt;
* SwitchGearAcceptor&lt;br /&gt;
* SwitchGearAcceptorSmall&lt;br /&gt;
* SwitchGearSmall&lt;br /&gt;
* SwitchGear_NoSpindle&lt;br /&gt;
* SwitchGear_NoSpindle_Thin&lt;br /&gt;
* SwitchHit&lt;br /&gt;
* SwitchHitOnce&lt;br /&gt;
* SwitchShutter&lt;br /&gt;
* SwitchShutterFenceWide&lt;br /&gt;
* SwitchStep&lt;br /&gt;
* SwitchStepLOnce&lt;br /&gt;
* SwitchStepOnce&lt;br /&gt;
* SwitchTilt&lt;br /&gt;
* SwitchTimeLag&lt;br /&gt;
* SwitchTimeLimited&lt;br /&gt;
* SwitchTimer&lt;br /&gt;
* SwitchWaterWheel_A&lt;br /&gt;
* SwitchWind&lt;br /&gt;
* SwitchWind_DLC_B_01&lt;br /&gt;
* Test_Candlestick&lt;br /&gt;
* Test_MetalBarrel_A&lt;br /&gt;
* WallSpike&lt;br /&gt;
* WallSpikeTgt&lt;br /&gt;
* WaterPump&lt;br /&gt;
* WaterPump_B&lt;br /&gt;
* WindGenerator&lt;br /&gt;
* WindGeneratorLength}}&lt;br /&gt;
|-&lt;br /&gt;
| BokoblinSeries || Bokoblin weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006}}&lt;br /&gt;
|-&lt;br /&gt;
| DemoDistantView || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_MapTowerDemo_A_02&lt;br /&gt;
* FldObj_MapTowerLong_A_01&lt;br /&gt;
* FldObj_MapTower_A_01&lt;br /&gt;
* FldObj_MapTower_A_01_Far&lt;br /&gt;
* FldObj_MapTower_A_01_First&lt;br /&gt;
* TwnObj_HyruleCastle_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DragonRoostSeries || Rito weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_080&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Sword_031}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapBridge || [Sheikah Slate map generation] Bridge actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_AkkareFortBridge_A_01&lt;br /&gt;
* FldObj_AkkareFortBridge_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortBridge_A_02&lt;br /&gt;
* FldObj_AkkareFortBridge_A_02_Far&lt;br /&gt;
* FldObj_BridgeAkkare_A_01&lt;br /&gt;
* FldObj_BridgeAkkare_A_01_Far&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01_Far&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02_Far&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_01&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_01_Far&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_02&lt;br /&gt;
* FldObj_BridgeHutagoHatagoFront_A_02_Far&lt;br /&gt;
* FldObj_BridgeHyruleStone_A_01&lt;br /&gt;
* FldObj_BridgeHyruleStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeLog_A_01&lt;br /&gt;
* FldObj_BridgeLog_A_01_Far&lt;br /&gt;
* FldObj_BridgeNorthWest_A_01&lt;br /&gt;
* FldObj_BridgeNorthWest_A_01_Far&lt;br /&gt;
* FldObj_BridgeSouthFalls_A_01&lt;br /&gt;
* FldObj_BridgeSouthFalls_A_01_Far&lt;br /&gt;
* FldObj_BridgeStoneRuin_A_01&lt;br /&gt;
* FldObj_BridgeWoodAndStone_A_01&lt;br /&gt;
* FldObj_BridgeWoodAndStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodForest_A_01&lt;br /&gt;
* FldObj_BridgeWoodForest_B_01&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_01&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_02&lt;br /&gt;
* FldObj_BridgeWoodGashamahi_A_02_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_01&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_02&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_02_Far&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_05&lt;br /&gt;
* FldObj_BridgeWoodLarge_A_05_Far&lt;br /&gt;
* FldObj_BridgeWoodLattice_A_01&lt;br /&gt;
* FldObj_BridgeWoodLattice_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodThin_A_01&lt;br /&gt;
* FldObj_BridgeWoodThin_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodThin_A_04&lt;br /&gt;
* FldObj_BridgeZoraStone_A_01&lt;br /&gt;
* FldObj_BridgeZoraStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStone_B_01&lt;br /&gt;
* FldObj_BridgeZoraStone_B_02&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_02&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_03&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_01&lt;br /&gt;
* FldObj_PierSnow_A_01&lt;br /&gt;
* FldObj_PierSnow_A_02&lt;br /&gt;
* FldObj_StableHostelWoodDeck_A_01&lt;br /&gt;
* TwnObj_HyruleCityBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCityBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingBridge_A_01&lt;br /&gt;
* TwnObj_Village_FishingBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoWoodBridge_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWoodBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_A_01&lt;br /&gt;
* TwnObj_Village_RitoBridge_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_B_01&lt;br /&gt;
* TwnObj_Village_RitoBridge_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBridge_C_01&lt;br /&gt;
* TwnObj_Village_RitoBridge_C_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_03&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_03_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_01&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_02&lt;br /&gt;
* TwnObj_Village_ZoraBridge_B_02_Far&lt;br /&gt;
* TwnObj_WoodenFrameworkBridge_A_01&lt;br /&gt;
* TwnObj_WoodenFrameworkBridge_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapComplex || [Sheikah Slate map generation] Complex actors that require special treatment || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_BridgeSheikerOutskirts_A_01&lt;br /&gt;
* FldObj_BridgeSheikerOutskirts_A_01_Far&lt;br /&gt;
* FldObj_BridgeWoodWest_A_01&lt;br /&gt;
* FldObj_BridgeWoodWest_A_01_Far&lt;br /&gt;
* FldObj_DeathBridge_A_01&lt;br /&gt;
* FldObj_DeathBridge_A_02&lt;br /&gt;
* FldObj_DeathMountain_Base&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_03&lt;br /&gt;
* FldObj_DeathMtArtifactGate_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactGate_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactPillar_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactPillar_A_01_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_04&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_04_Far&lt;br /&gt;
* FldObj_EnemyBaseBanana_L_A_01&lt;br /&gt;
* FldObj_EnemyBaseBanana_L_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseBanana_S_A_01&lt;br /&gt;
* FldObj_EnemyBaseBanana_S_A_01_Far&lt;br /&gt;
* FldObj_HyliaBridge_A_01&lt;br /&gt;
* FldObj_PlayerChapel_A_01&lt;br /&gt;
* FldObj_PlayerChapel_A_01_Far&lt;br /&gt;
* FldObj_PlayerChapel_B_01&lt;br /&gt;
* FldObj_PlayerChapel_B_01_Far&lt;br /&gt;
* FldObj_PlayerChapel_C_01&lt;br /&gt;
* FldObj_PlayerChapel_C_01_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_02&lt;br /&gt;
* FldObj_SpiderMountainBase_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_05&lt;br /&gt;
* FldObj_SpiderMountainBase_A_05_Far&lt;br /&gt;
* TwnObj_BraveHorsePark_A_01&lt;br /&gt;
* TwnObj_BraveHorsePark_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoMayerHouse_A_01&lt;br /&gt;
* TwnObj_City_GerudoMayerHouse_A_01_Far&lt;br /&gt;
* TwnObj_CommissionPlace_A_01&lt;br /&gt;
* TwnObj_CommissionPlace_A_01_Far&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_C_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_C_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_D_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_D_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_E_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_E_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_01&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapConstruction || [Sheikah Slate map generation] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DesignerLocaterKorokRock&lt;br /&gt;
* DgnObj_DLC_Tower_A_01&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_01&lt;br /&gt;
* Dm_FldObj_SkullRockSnow_A_01&lt;br /&gt;
* FldObj_AkkareFortTop_A_01&lt;br /&gt;
* FldObj_AkkareFortTop_A_02&lt;br /&gt;
* FldObj_AkkareFortTop_A_03&lt;br /&gt;
* FldObj_AkkareFortTop_A_04&lt;br /&gt;
* FldObj_AkkareFortTop_A_05&lt;br /&gt;
* FldObj_AkkareFortTop_A_06&lt;br /&gt;
* FldObj_AkkareFortTop_A_07&lt;br /&gt;
* FldObj_AkkareFortTop_A_08&lt;br /&gt;
* FldObj_AkkareFortTop_A_09&lt;br /&gt;
* FldObj_AkkareFortTop_A_10&lt;br /&gt;
* FldObj_AkkareFortTop_A_11&lt;br /&gt;
* FldObj_AkkareFortTop_A_12&lt;br /&gt;
* FldObj_AkkareFort_Table_A_01&lt;br /&gt;
* FldObj_AkkareFort_Table_A_01_Far&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_01&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_01_Far&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_02&lt;br /&gt;
* FldObj_AncientLakeEntrance_A_02_Far&lt;br /&gt;
* FldObj_AncientLake_A_01&lt;br /&gt;
* FldObj_AncientLake_A_01_Far&lt;br /&gt;
* FldObj_AncientLake_A_02&lt;br /&gt;
* FldObj_AncientLake_A_02_Far&lt;br /&gt;
* FldObj_ArtifactZoraCandlestick_A_01&lt;br /&gt;
* FldObj_ArtifactZoraPillar_A_01&lt;br /&gt;
* FldObj_BokoFortress_A_01&lt;br /&gt;
* FldObj_BokoFortress_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStonePillar_B_01&lt;br /&gt;
* FldObj_BridgeZoraStonePillar_B_01_Far&lt;br /&gt;
* FldObj_BuildingZoraWallStone_A_01&lt;br /&gt;
* FldObj_BuildingZoraWallStone_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_03&lt;br /&gt;
* FldObj_DominoStoneBase_A_L_01&lt;br /&gt;
* FldObj_DominoStone_A_L_02&lt;br /&gt;
* FldObj_DominoStone_A_L_03&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_01&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_02&lt;br /&gt;
* FldObj_EnemyBaseRiversideBridge_A_02_Far&lt;br /&gt;
* FldObj_EnemyBaseRiverside_A_01&lt;br /&gt;
* FldObj_EnemyBaseRiverside_A_01_Far&lt;br /&gt;
* FldObj_EnemyBaseRiverside_LadderA_01&lt;br /&gt;
* FldObj_EnemyBaseRock_A_01&lt;br /&gt;
* FldObj_EnemyBaseRock_A_01_Far&lt;br /&gt;
* FldObj_EnemyLookout_C_01&lt;br /&gt;
* FldObj_EnemyLookout_C_02&lt;br /&gt;
* FldObj_EnemyLookout_C_03&lt;br /&gt;
* FldObj_EnemyLookout_C_04&lt;br /&gt;
* FldObj_EnemyLookout_C_05&lt;br /&gt;
* FldObj_EnemyLookout_C_06&lt;br /&gt;
* FldObj_EnemyLookout_C_07&lt;br /&gt;
* FldObj_EnemyLookout_C_10&lt;br /&gt;
* FldObj_EnemyLookout_C_11&lt;br /&gt;
* FldObj_GatewayDestroyed_A_01&lt;br /&gt;
* FldObj_GatewayDestroyed_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeFence_A_01&lt;br /&gt;
* FldObj_HugeMazeGround_C_01&lt;br /&gt;
* FldObj_HugeMazeGround_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_02&lt;br /&gt;
* FldObj_HugeMazeGround_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_03&lt;br /&gt;
* FldObj_HugeMazeGround_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_04&lt;br /&gt;
* FldObj_HugeMazeGround_C_04_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_A_01&lt;br /&gt;
* FldObj_HugeMazeLadder_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_Top_A_01&lt;br /&gt;
* FldObj_HugeMazeLadder_Top_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_01&lt;br /&gt;
* FldObj_HugeMazeParts_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_02&lt;br /&gt;
* FldObj_HugeMazeParts_A_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_03&lt;br /&gt;
* FldObj_HugeMazeParts_A_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_04&lt;br /&gt;
* FldObj_HugeMazeParts_A_04_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_05&lt;br /&gt;
* FldObj_HugeMazeParts_A_05_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_06&lt;br /&gt;
* FldObj_HugeMazeParts_A_06_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_07&lt;br /&gt;
* FldObj_HugeMazeParts_A_07_Far&lt;br /&gt;
* FldObj_HugeMazeParts_A_08&lt;br /&gt;
* FldObj_HugeMazeParts_A_08_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_01&lt;br /&gt;
* FldObj_HugeMazeParts_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_02&lt;br /&gt;
* FldObj_HugeMazeParts_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_03&lt;br /&gt;
* FldObj_HugeMazeParts_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_04&lt;br /&gt;
* FldObj_HugeMazeParts_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_05&lt;br /&gt;
* FldObj_HugeMazeParts_B_05_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_06&lt;br /&gt;
* FldObj_HugeMazeParts_B_06_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_07&lt;br /&gt;
* FldObj_HugeMazeParts_B_07_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_08&lt;br /&gt;
* FldObj_HugeMazeParts_B_08_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_01&lt;br /&gt;
* FldObj_HugeMazeParts_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_02&lt;br /&gt;
* FldObj_HugeMazeParts_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_03&lt;br /&gt;
* FldObj_HugeMazeParts_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeParts_C_04&lt;br /&gt;
* FldObj_HugeMazeParts_C_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_01&lt;br /&gt;
* FldObj_HugeMazeWall_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_02&lt;br /&gt;
* FldObj_HugeMazeWall_A_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_03&lt;br /&gt;
* FldObj_HugeMazeWall_A_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_04&lt;br /&gt;
* FldObj_HugeMazeWall_A_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_01&lt;br /&gt;
* FldObj_HugeMazeWall_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_02&lt;br /&gt;
* FldObj_HugeMazeWall_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_03&lt;br /&gt;
* FldObj_HugeMazeWall_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_B_04&lt;br /&gt;
* FldObj_HugeMazeWall_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_01&lt;br /&gt;
* FldObj_HugeMazeWall_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_02&lt;br /&gt;
* FldObj_HugeMazeWall_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_03&lt;br /&gt;
* FldObj_HugeMazeWall_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeWall_C_04&lt;br /&gt;
* FldObj_HugeMazeWall_C_04_Far&lt;br /&gt;
* FldObj_HyliaBridgeGate_A_01&lt;br /&gt;
* FldObj_HyliaBridge_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTowerBase_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinTowerBase_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01_Far&lt;br /&gt;
* FldObj_HyliaWoodRuinBeam_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinShelter_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinTunnel_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinWell_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinboard_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_04&lt;br /&gt;
* FldObj_LookOutForlorn_A_01&lt;br /&gt;
* FldObj_LookOutForlorn_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyPillar_A_01&lt;br /&gt;
* FldObj_OblivionValleyPillar_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_01&lt;br /&gt;
* FldObj_OblivionValleyWall_C_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02_Far&lt;br /&gt;
* FldObj_PlayerChapelPillar_B_01&lt;br /&gt;
* FldObj_RanchRuin_Barn_A_01&lt;br /&gt;
* FldObj_RanchRuin_Fence_A_01&lt;br /&gt;
* FldObj_RanchRuin_Fence_A_02&lt;br /&gt;
* FldObj_RanchRuin_Gate_A_01&lt;br /&gt;
* FldObj_RanchRuin_RestStation_A_01&lt;br /&gt;
* FldObj_RanchRuin_Silo_A_01&lt;br /&gt;
* FldObj_RanchRuin_Silo_A_01_Far&lt;br /&gt;
* FldObj_ScaffoldIronParts_A_01&lt;br /&gt;
* FldObj_ScaffoldIron_A_01&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Banner_01&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Banner_02&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Banner_05&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_BoneStairs_01&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_BoneStairs_02&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_BoneStairs_03&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_BoneStairs_05&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_BoneStairs_06&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Fence_01&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Fence_02&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Fence_03&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_01&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_02&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_03&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_04&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_05&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_06&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_07&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_08&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_09&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Floor_10&lt;br /&gt;
* FldObj_ScaffoldWoodBreak_B_Tusk_01&lt;br /&gt;
* FldObj_ScaffoldWoodBridge_B_01&lt;br /&gt;
* FldObj_ScaffoldWood_A_01&lt;br /&gt;
* FldObj_ScaffoldWood_A_01_Far&lt;br /&gt;
* FldObj_ScaffoldWood_A_04&lt;br /&gt;
* FldObj_ScaffoldWood_B_01&lt;br /&gt;
* FldObj_ScaffoldWood_B_01_Far&lt;br /&gt;
* FldObj_SecretBase_A_01&lt;br /&gt;
* FldObj_SecretBase_A_02&lt;br /&gt;
* FldObj_SecretBase_A_03&lt;br /&gt;
* FldObj_SecretBase_A_04&lt;br /&gt;
* FldObj_SkullRockBone_A_01&lt;br /&gt;
* FldObj_SkullRockBone_A_01_Far&lt;br /&gt;
* FldObj_SkullRockBroken_A_01&lt;br /&gt;
* FldObj_SkullRockBroken_A_01_Far&lt;br /&gt;
* FldObj_SkullRockBroken_A_02&lt;br /&gt;
* FldObj_SkullRockBroken_A_02_Far&lt;br /&gt;
* FldObj_SkullRockSand_A_01&lt;br /&gt;
* FldObj_SkullRockSand_A_01_Far&lt;br /&gt;
* FldObj_SkullRockSnow_A_01&lt;br /&gt;
* FldObj_SkullRockSnow_A_01_Far&lt;br /&gt;
* FldObj_SkullRock_A_01&lt;br /&gt;
* FldObj_SkullRock_A_01_Far&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_04&lt;br /&gt;
* FldObj_SnowScaffoldWood_B_01&lt;br /&gt;
* FldObj_SnowScaffoldWood_B_01_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_03&lt;br /&gt;
* FldObj_SpiderMountainBase_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainBase_A_04&lt;br /&gt;
* FldObj_SpiderMountainBase_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainFountain_A_01&lt;br /&gt;
* FldObj_SpiderMountainFountain_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainGate_A_01&lt;br /&gt;
* FldObj_SpiderMountainGate_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_01&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_02&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_03&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_04&lt;br /&gt;
* FldObj_SpiderMountainPiller_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_01&lt;br /&gt;
* FldObj_SpiderMountainWall_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_02&lt;br /&gt;
* FldObj_SpiderMountainWall_A_02_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_03&lt;br /&gt;
* FldObj_SpiderMountainWall_A_03_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_04&lt;br /&gt;
* FldObj_SpiderMountainWall_A_04_Far&lt;br /&gt;
* FldObj_SpiderMountainWall_A_05&lt;br /&gt;
* FldObj_SpiderMountainWall_A_05_Far&lt;br /&gt;
* FldObj_StageWoodHebura_A_01&lt;br /&gt;
* FldObj_StageWoodHebura_A_01_Far&lt;br /&gt;
* FldObj_WallBokoFortress_A_01&lt;br /&gt;
* FldObj_WallBokoFortress_A_01_Far&lt;br /&gt;
* FldObj_WallBokoFortress_A_02&lt;br /&gt;
* FldObj_WallBokoFortress_A_02_Far&lt;br /&gt;
* TwnObj_AncientCivilLabo_A_01&lt;br /&gt;
* TwnObj_AncientCivilLabo_A_01_Far&lt;br /&gt;
* TwnObj_AncientCivilLabo_B_01&lt;br /&gt;
* TwnObj_AncientCivilLabo_B_01_Far&lt;br /&gt;
* TwnObj_ArtifactObservationPost_A_01&lt;br /&gt;
* TwnObj_ArtifactObservationPost_A_01_Far&lt;br /&gt;
* TwnObj_BridgeWoodSmall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05&lt;br /&gt;
* TwnObj_City_GerudoBarInside_A_01&lt;br /&gt;
* TwnObj_City_GerudoGround_A_01&lt;br /&gt;
* TwnObj_City_GerudoGround_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_01&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_02&lt;br /&gt;
* TwnObj_City_GerudoHouse_A_02_Far&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_01&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_02&lt;br /&gt;
* TwnObj_City_GerudoMainGate_A_02_Far&lt;br /&gt;
* TwnObj_City_GerudoOutsideRock_A_01&lt;br /&gt;
* TwnObj_City_GerudoOutsideRock_A_01_Far&lt;br /&gt;
* TwnObj_City_GerudoRentalCounter_A_01&lt;br /&gt;
* TwnObj_City_GerudoStreetStandMark_A_01&lt;br /&gt;
* TwnObj_City_GerudoStreetStandMark_A_02&lt;br /&gt;
* TwnObj_City_GerudoStreetStandMark_A_03&lt;br /&gt;
* TwnObj_City_GerudoStreetStandMark_A_04&lt;br /&gt;
* TwnObj_City_GerudoStreetStandMark_A_05&lt;br /&gt;
* TwnObj_City_GerudoStreetStand_A_01&lt;br /&gt;
* TwnObj_City_GerudoStreetStand_A_02&lt;br /&gt;
* TwnObj_City_GerudoTent_A_01&lt;br /&gt;
* TwnObj_City_GoronBridge_A_01&lt;br /&gt;
* TwnObj_City_GoronBridge_A_02&lt;br /&gt;
* TwnObj_City_GoronBridge_A_03&lt;br /&gt;
* TwnObj_City_GoronFarmacy_A_01&lt;br /&gt;
* TwnObj_City_GoronHotel_A_01&lt;br /&gt;
* TwnObj_City_GoronHouse_A_01&lt;br /&gt;
* TwnObj_City_GoronHouse_A_02&lt;br /&gt;
* TwnObj_City_GoronIronWall_A_01&lt;br /&gt;
* TwnObj_City_GoronMayorHouse_A_01&lt;br /&gt;
* TwnObj_City_GoronTailor_A_01&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallPartsEndBreak_A_01&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallPartsEndBreak_A_02&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallParts_A_03&lt;br /&gt;
* TwnObj_DLC_HyruleCastleWallWatchTower_D_01&lt;br /&gt;
* TwnObj_DesertIceRoom_A_01&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_01&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_01_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_02&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_02_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_03&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_03_Far&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_04&lt;br /&gt;
* TwnObj_FirstHighlandRuin_A_04_Far&lt;br /&gt;
* TwnObj_GoronStorage_A_01&lt;br /&gt;
* TwnObj_HatenoGateKeeperHouse_A_01&lt;br /&gt;
* TwnObj_HeburaLodge_A_01&lt;br /&gt;
* TwnObj_Hermitage_A_01&lt;br /&gt;
* TwnObj_Hermitage_A_01_Far&lt;br /&gt;
* TwnObj_HorseMonument_A_01&lt;br /&gt;
* TwnObj_HunterHouse_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_05_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_06_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_07_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Area_08_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_BuildPartsStep_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_18_Far&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundEast_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_01&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_02&lt;br /&gt;
* TwnObj_HyruleCastleInside_UnderGroundWest_A_03&lt;br /&gt;
* TwnObj_HyruleCastleSealCover_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_D_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_E_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_F_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03&lt;br /&gt;
* TwnObj_HyruleCastleWallConnect_G_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallFlag_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallGate_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEndBreak_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallPartsEnd_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallParts_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallRubble_A_02&lt;br /&gt;
* TwnObj_HyruleCastleWallTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_C_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01&lt;br /&gt;
* TwnObj_HyruleCastleWallWatchTower_D_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_Arbor_A_02&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_B_01&lt;br /&gt;
* TwnObj_HyruleCastle_CitadelBase_B_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_GateBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_SecondCitadel_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_SecondCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastle_ThirdCitadel_A_01&lt;br /&gt;
* TwnObj_HyruleCastle_ThirdCitadel_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCityStoneFenceSet_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinRightAngleWall_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinStraightWall_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinStraightWall_A_02&lt;br /&gt;
* TwnObj_HyruleCity_Flag_B_01&lt;br /&gt;
* TwnObj_HyruleCity_FlowerBed_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Fountain_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_B_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBase_C_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_01&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_02&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_03&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_04&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_05&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_06&lt;br /&gt;
* TwnObj_HyruleCity_HouseBreakParts_A_07&lt;br /&gt;
* TwnObj_HyruleCity_Tower_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Tower_WallCrack_A_01&lt;br /&gt;
* TwnObj_HyruleCity_Well_A_01&lt;br /&gt;
* TwnObj_MasterSwordAltar_A_01&lt;br /&gt;
* TwnObj_SmallOasisCrowsNest_A_01&lt;br /&gt;
* TwnObj_SmallOasisHotel_A_01&lt;br /&gt;
* TwnObj_SmallOasisHotel_A_01_Far&lt;br /&gt;
* TwnObj_SmallOasisTent_A_01&lt;br /&gt;
* TwnObj_SmallOasisTent_A_01_Far&lt;br /&gt;
* TwnObj_SmallOasisTent_A_02&lt;br /&gt;
* TwnObj_SmallOasisTent_A_02_Far&lt;br /&gt;
* TwnObj_StableHostelFence_A_01&lt;br /&gt;
* TwnObj_StoneBridge_A_01&lt;br /&gt;
* TwnObj_StoneBridge_A_01_Far&lt;br /&gt;
* TwnObj_StoneLodgeStair_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_02&lt;br /&gt;
* TwnObj_TempleOfTime_Base_A_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Bravery_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStairStep_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStairStep_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStair_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStair_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Lithograph_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_Strength_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_Wisdom_A_01&lt;br /&gt;
* TwnObj_Village_FishingBoatShop_A_01&lt;br /&gt;
* TwnObj_Village_FishingCrowsNest_A_01&lt;br /&gt;
* TwnObj_Village_FishingCrowsNest_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_L_A_01&lt;br /&gt;
* TwnObj_Village_FishingHouse_L_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_01&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_01_Far&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_02&lt;br /&gt;
* TwnObj_Village_FishingHouse_S_A_02_Far&lt;br /&gt;
* TwnObj_Village_FishingMayerHouse_A_01&lt;br /&gt;
* TwnObj_Village_FishingMayerHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_01&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_02&lt;br /&gt;
* TwnObj_Village_HatenoAnimalShed_A_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoBarn_A_01&lt;br /&gt;
* TwnObj_Village_HatenoBarn_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoBridgeWoodSmall_A_01&lt;br /&gt;
* TwnObj_Village_HatenoBridgeWoodSmall_A_02&lt;br /&gt;
* TwnObj_Village_HatenoChickenShed_A_01&lt;br /&gt;
* TwnObj_Village_HatenoChickenShed_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoChurch_A_01&lt;br /&gt;
* TwnObj_Village_HatenoChurch_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoFence_A_01&lt;br /&gt;
* TwnObj_Village_HatenoFence_A_02&lt;br /&gt;
* TwnObj_Village_HatenoGate_A_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_01&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_02&lt;br /&gt;
* TwnObj_Village_HatenoHouseSet_A_S_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_01&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_02&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_03&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_04&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_L_04_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_01&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_03&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_M_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_01&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_02&lt;br /&gt;
* TwnObj_Village_HatenoHouse_A_S_02_Far&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoPharmacy_A_01&lt;br /&gt;
* TwnObj_Village_HatenoPharmacy_A_01_Far&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouse_A_03&lt;br /&gt;
* TwnObj_Village_HatenoSakuradaHouse_A_03_Far&lt;br /&gt;
* TwnObj_Village_HatenoShrine_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWell_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWindmillShaft_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWindmill_A_01&lt;br /&gt;
* TwnObj_Village_HatenoWoodLogStair_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraCounter_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraGate_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraGate_A_01_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_03&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_03_Far&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_05&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_A_05_Far&lt;br /&gt;
* TwnObj_Village_IchikaraShopTable_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSpring_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSpring_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHotel_A_01&lt;br /&gt;
* TwnObj_Village_RitoHotel_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_01&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_02&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_02_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_04&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_04_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_05&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_05_Far&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_06&lt;br /&gt;
* TwnObj_Village_RitoHouse_A_06_Far&lt;br /&gt;
* TwnObj_Village_RitoMayorHouse_A_01&lt;br /&gt;
* TwnObj_Village_RitoMayorHouse_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoPharmacy_A_01&lt;br /&gt;
* TwnObj_Village_RitoPharmacy_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoTailor_A_01&lt;br /&gt;
* TwnObj_Village_RitoTailor_A_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerBridgeWood_A_01&lt;br /&gt;
* TwnObj_Village_SheikerBridgeWood_A_02&lt;br /&gt;
* TwnObj_Village_SheikerFence_A_01&lt;br /&gt;
* TwnObj_Village_SheikerGate_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHotel_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHouse_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHouse_A_02&lt;br /&gt;
* TwnObj_Village_SheikerHouse_A_03&lt;br /&gt;
* TwnObj_Village_SheikerHouse_A_04&lt;br /&gt;
* TwnObj_Village_SheikerKokkoHouse_A_01&lt;br /&gt;
* TwnObj_Village_SheikerMayorHouseGate_A_01&lt;br /&gt;
* TwnObj_Village_SheikerMayorHouse_A_01&lt;br /&gt;
* TwnObj_Village_SheikerMayorValetHouse_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPharmacy_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTailor_A_01&lt;br /&gt;
* TwnObj_Village_SheikerWaterWheel_A_01&lt;br /&gt;
* TwnObj_Village_SheikerWoodshed_A_M_01&lt;br /&gt;
* TwnObj_Village_ZoraBailey_A_01&lt;br /&gt;
* TwnObj_Village_ZoraBailey_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_A_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_B_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_B_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBase_F_01&lt;br /&gt;
* TwnObj_Village_ZoraBase_F_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_02&lt;br /&gt;
* TwnObj_Village_ZoraBridge_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraHotel_A_01&lt;br /&gt;
* TwnObj_Village_ZoraHotel_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_01&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_02&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_03&lt;br /&gt;
* TwnObj_Village_ZoraPillar_A_03_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_02&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_03&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_04&lt;br /&gt;
* TwnObj_Village_ZoraPillar_B_05&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_02&lt;br /&gt;
* TwnObj_Village_ZoraRoyalRoom_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraShop_A_01&lt;br /&gt;
* TwnObj_Village_ZoraShop_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapDeadTree || [Sheikah Slate map generation] Dead trees || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Stump&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Trunk&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01_Stump&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeBurned_B_02_Stump&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Stump&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_01_Trunk&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Trunk}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapDeku || [Sheikah Slate map generation] Deku Tree || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapGrudge || [Sheikah Slate map generation] Malice || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Generator_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapLava || [Sheikah Slate map generation] Lava || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_DLC_IbutsuEx_D_DeathMtLavaFall_A_01&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_01&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_03&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_03_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_05&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_05_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_06&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_06_Far&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_08&lt;br /&gt;
* FldObj_DeathMtLavaFall_A_08_Far&lt;br /&gt;
* FldObj_LavaPlane_A_01&lt;br /&gt;
* FldObj_LavaPlane_A_01_Far&lt;br /&gt;
* FldObj_LavaPlane_A_02&lt;br /&gt;
* FldObj_LavaPlane_A_02_Far&lt;br /&gt;
* FldObj_LavaPlane_A_03&lt;br /&gt;
* FldObj_LavaPlane_A_03_Far&lt;br /&gt;
* FldObj_LavaPlane_A_04&lt;br /&gt;
* FldObj_LavaPlane_A_04_Far&lt;br /&gt;
* FldObj_LavaPlane_A_05&lt;br /&gt;
* FldObj_LavaPlane_A_05_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapTerrain || [Sheikah Slate map generation] Terrain actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BowlPin_2&lt;br /&gt;
* BowlPin_2_Far&lt;br /&gt;
* DgnObj_DLC_IbutsuExLift_A_01&lt;br /&gt;
* FX_CliffWhiteWaterFall_01&lt;br /&gt;
* FldObj_AkkareCannon_A_01&lt;br /&gt;
* FldObj_AkkareCave_A_01&lt;br /&gt;
* FldObj_AkkareCave_A_01_Far&lt;br /&gt;
* FldObj_AkkareCliffVillageBase_A_01&lt;br /&gt;
* FldObj_AkkareCliffVillageBase_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortFlowerbed_A_01&lt;br /&gt;
* FldObj_AkkareFortParts_A_01&lt;br /&gt;
* FldObj_AkkareFortParts_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_02&lt;br /&gt;
* FldObj_AkkareFortParts_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_03&lt;br /&gt;
* FldObj_AkkareFortParts_A_03_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_04&lt;br /&gt;
* FldObj_AkkareFortParts_A_04_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_05&lt;br /&gt;
* FldObj_AkkareFortParts_A_05_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_06&lt;br /&gt;
* FldObj_AkkareFortParts_A_06_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_07&lt;br /&gt;
* FldObj_AkkareFortParts_A_08&lt;br /&gt;
* FldObj_AkkareFortParts_A_08_Far&lt;br /&gt;
* FldObj_AkkareFortStairs_A_02&lt;br /&gt;
* FldObj_AkkareFortStairs_A_02_Far&lt;br /&gt;
* FldObj_AkkareFort_A_01&lt;br /&gt;
* FldObj_AkkareFort_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_A_02&lt;br /&gt;
* FldObj_AkkareFort_A_02_Far&lt;br /&gt;
* FldObj_AkkareFort_Gate_A_01&lt;br /&gt;
* FldObj_AkkareFort_Gate_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_StonePavement_A_01&lt;br /&gt;
* FldObj_AkkareFort_Wall_A_02&lt;br /&gt;
* FldObj_AkkareFort_Wall_A_02_Far&lt;br /&gt;
* FldObj_AncientDebris_A_01&lt;br /&gt;
* FldObj_AncientDebris_A_02&lt;br /&gt;
* FldObj_AncientFloor_A_01&lt;br /&gt;
* FldObj_AncientPillarStage_A_01&lt;br /&gt;
* FldObj_AncientPillarStage_A_02&lt;br /&gt;
* FldObj_AncientPillarStage_A_03&lt;br /&gt;
* FldObj_AncientPillar_A_01&lt;br /&gt;
* FldObj_AncientPillar_A_02&lt;br /&gt;
* FldObj_AncientPillar_A_03&lt;br /&gt;
* FldObj_AncientPillar_A_04&lt;br /&gt;
* FldObj_AncientSteps_A_01&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_01&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_01_Far&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_02&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_01&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_02&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_02_Far&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_03&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_03_Far&lt;br /&gt;
* FldObj_BoneWhale_A_01&lt;br /&gt;
* FldObj_BoneWhale_A_01_Far&lt;br /&gt;
* FldObj_BoneWhale_A_02&lt;br /&gt;
* FldObj_BoneWhale_A_02_Far&lt;br /&gt;
* FldObj_BoneWhale_A_03&lt;br /&gt;
* FldObj_BoneWhale_A_03_Far&lt;br /&gt;
* FldObj_BridgeGerdoQuarry_A_01&lt;br /&gt;
* FldObj_BridgeGerdoQuarry_A_02&lt;br /&gt;
* FldObj_BridgeRockWhite_A_01&lt;br /&gt;
* FldObj_BridgeRockWhite_A_01_Far&lt;br /&gt;
* FldObj_BridgeStoneSeaSide_A_01&lt;br /&gt;
* FldObj_BridgeStoneSeaSide_A_01_Far&lt;br /&gt;
* FldObj_BridgeStone_A_01&lt;br /&gt;
* FldObj_BridgeStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraWoodScaffold_A_03&lt;br /&gt;
* FldObj_CaveEntrance_A_M&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_01&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_02&lt;br /&gt;
* FldObj_CliffAkkareEnd_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_01&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_01_Far&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_02&lt;br /&gt;
* FldObj_CliffAkkareEnd_B_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_02&lt;br /&gt;
* FldObj_CliffAkkare_A_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_05&lt;br /&gt;
* FldObj_CliffAkkare_A_05_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_06&lt;br /&gt;
* FldObj_CliffAkkare_A_06_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_07&lt;br /&gt;
* FldObj_CliffAkkare_A_07_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_08&lt;br /&gt;
* FldObj_CliffAkkare_A_08_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_10&lt;br /&gt;
* FldObj_CliffAkkare_A_10_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_11&lt;br /&gt;
* FldObj_CliffAkkare_A_11_Far&lt;br /&gt;
* FldObj_CliffAkkare_A_12&lt;br /&gt;
* FldObj_CliffAkkare_A_12_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_01&lt;br /&gt;
* FldObj_CliffAkkare_B_01_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_02&lt;br /&gt;
* FldObj_CliffAkkare_B_02_Far&lt;br /&gt;
* FldObj_CliffAkkare_B_03&lt;br /&gt;
* FldObj_CliffAkkare_B_03_Far&lt;br /&gt;
* FldObj_CliffCheeseRock_A_01&lt;br /&gt;
* FldObj_CliffCheeseRock_A_01_Far&lt;br /&gt;
* FldObj_CliffCheeseStone_A_01&lt;br /&gt;
* FldObj_CliffCheeseStone_A_02&lt;br /&gt;
* FldObj_CliffCheeseStone_A_02_Far&lt;br /&gt;
* FldObj_CliffCheeseStone_A_03&lt;br /&gt;
* FldObj_CliffCheeseStone_A_04&lt;br /&gt;
* FldObj_CliffCheeseWall_A_01&lt;br /&gt;
* FldObj_CliffCheeseWall_A_01_Far&lt;br /&gt;
* FldObj_CliffCheeseWall_A_02&lt;br /&gt;
* FldObj_CliffDeathMt_B_15&lt;br /&gt;
* FldObj_CliffDeathMt_B_16&lt;br /&gt;
* FldObj_CliffDeathMt_B_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_01&lt;br /&gt;
* FldObj_CliffDeathMt_C_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_04&lt;br /&gt;
* FldObj_CliffDeathMt_C_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_05&lt;br /&gt;
* FldObj_CliffDeathMt_C_05_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_08&lt;br /&gt;
* FldObj_CliffDeathMt_C_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_09&lt;br /&gt;
* FldObj_CliffDeathMt_C_09_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_12&lt;br /&gt;
* FldObj_CliffDeathMt_C_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_C_13&lt;br /&gt;
* FldObj_CliffDeathMt_C_13_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_04&lt;br /&gt;
* FldObj_CliffDeathMt_D_04_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_06&lt;br /&gt;
* FldObj_CliffDeathMt_D_06_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_07&lt;br /&gt;
* FldObj_CliffDeathMt_D_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_08&lt;br /&gt;
* FldObj_CliffDeathMt_D_08_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_10&lt;br /&gt;
* FldObj_CliffDeathMt_D_10_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_11&lt;br /&gt;
* FldObj_CliffDeathMt_D_11_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_14&lt;br /&gt;
* FldObj_CliffDeathMt_D_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_15&lt;br /&gt;
* FldObj_CliffDeathMt_D_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_16&lt;br /&gt;
* FldObj_CliffDeathMt_D_16_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_18&lt;br /&gt;
* FldObj_CliffDeathMt_D_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_19&lt;br /&gt;
* FldObj_CliffDeathMt_D_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_21&lt;br /&gt;
* FldObj_CliffDeathMt_D_21_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_22&lt;br /&gt;
* FldObj_CliffDeathMt_D_22_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_24&lt;br /&gt;
* FldObj_CliffDeathMt_D_24_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_26&lt;br /&gt;
* FldObj_CliffDeathMt_D_26_Far&lt;br /&gt;
* FldObj_CliffDeathMt_D_27&lt;br /&gt;
* FldObj_CliffDeathMt_D_27_Far&lt;br /&gt;
* FldObj_CliffDeathMt_END_D_27&lt;br /&gt;
* FldObj_CliffDeathMt_END_D_27_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_01&lt;br /&gt;
* FldObj_CliffDeathMt_E_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_07&lt;br /&gt;
* FldObj_CliffDeathMt_E_07_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_12&lt;br /&gt;
* FldObj_CliffDeathMt_E_12_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_14&lt;br /&gt;
* FldObj_CliffDeathMt_E_14_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_15&lt;br /&gt;
* FldObj_CliffDeathMt_E_15_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_18&lt;br /&gt;
* FldObj_CliffDeathMt_E_18_Far&lt;br /&gt;
* FldObj_CliffDeathMt_E_19&lt;br /&gt;
* FldObj_CliffDeathMt_E_19_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_01&lt;br /&gt;
* FldObj_CliffDeathMt_F_01_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_02&lt;br /&gt;
* FldObj_CliffDeathMt_F_02_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_03&lt;br /&gt;
* FldObj_CliffDeathMt_F_03_Far&lt;br /&gt;
* FldObj_CliffDeathMt_F_04&lt;br /&gt;
* FldObj_CliffDeathMt_F_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_01&lt;br /&gt;
* FldObj_CliffGashamahi_A_01_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_02&lt;br /&gt;
* FldObj_CliffGashamahi_A_03&lt;br /&gt;
* FldObj_CliffGashamahi_A_03_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_04&lt;br /&gt;
* FldObj_CliffGashamahi_A_04_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_05&lt;br /&gt;
* FldObj_CliffGashamahi_A_06&lt;br /&gt;
* FldObj_CliffGashamahi_A_06_Far&lt;br /&gt;
* FldObj_CliffGashamahi_A_07&lt;br /&gt;
* FldObj_CliffGashamahi_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_01&lt;br /&gt;
* FldObj_CliffGrayParts_A_04&lt;br /&gt;
* FldObj_CliffGrayParts_A_04_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_05&lt;br /&gt;
* FldObj_CliffGrayParts_A_05_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_06&lt;br /&gt;
* FldObj_CliffGrayParts_A_06_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_07&lt;br /&gt;
* FldObj_CliffGrayParts_A_07_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_08&lt;br /&gt;
* FldObj_CliffGrayParts_A_08_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_10&lt;br /&gt;
* FldObj_CliffGrayParts_A_10_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_11&lt;br /&gt;
* FldObj_CliffGrayParts_A_11_Far&lt;br /&gt;
* FldObj_CliffGrayParts_A_12&lt;br /&gt;
* FldObj_CliffGrayParts_A_12_Far&lt;br /&gt;
* FldObj_CliffLakeHylia_A_02&lt;br /&gt;
* FldObj_CliffLakeHylia_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_01&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_02&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_03&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_04&lt;br /&gt;
* FldObj_CliffOrangeMountain_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_01&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_02&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_03&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_04&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_04_Far&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_05&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_06&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_07&lt;br /&gt;
* FldObj_CliffOrangeSnow_A_08&lt;br /&gt;
* FldObj_CliffOrangeTop_A_01&lt;br /&gt;
* FldObj_CliffOrangeTop_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeTop_A_02&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_15&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_15_Far&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_33&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_33_Far&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_34&lt;br /&gt;
* FldObj_CliffOrangeWallEnd_A_34_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_01&lt;br /&gt;
* FldObj_CliffOrangeWall_A_01_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_02&lt;br /&gt;
* FldObj_CliffOrangeWall_A_02_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_03&lt;br /&gt;
* FldObj_CliffOrangeWall_A_03_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_05&lt;br /&gt;
* FldObj_CliffOrangeWall_A_05_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_07&lt;br /&gt;
* FldObj_CliffOrangeWall_A_07_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_15&lt;br /&gt;
* FldObj_CliffOrangeWall_A_15_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_19&lt;br /&gt;
* FldObj_CliffOrangeWall_A_19_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_25&lt;br /&gt;
* FldObj_CliffOrangeWall_A_25_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_33&lt;br /&gt;
* FldObj_CliffOrangeWall_A_33_Far&lt;br /&gt;
* FldObj_CliffOrangeWall_A_34&lt;br /&gt;
* FldObj_CliffOrangeWall_A_34_Far&lt;br /&gt;
* FldObj_CliffOrange_A_01&lt;br /&gt;
* FldObj_CliffOrange_A_01_Far&lt;br /&gt;
* FldObj_CliffOrange_A_02&lt;br /&gt;
* FldObj_CliffOrange_A_02_Far&lt;br /&gt;
* FldObj_CliffOrange_A_03&lt;br /&gt;
* FldObj_CliffOrange_A_03_Far&lt;br /&gt;
* FldObj_CliffOrange_A_07&lt;br /&gt;
* FldObj_CliffOrange_A_07_Far&lt;br /&gt;
* FldObj_CliffRedRock_Cave_A&lt;br /&gt;
* FldObj_CliffRedRock_Cave_A_Far&lt;br /&gt;
* FldObj_CliffSaw_A_01&lt;br /&gt;
* FldObj_CliffSaw_A_01_Far&lt;br /&gt;
* FldObj_CliffSheikerWaterFall_A_01&lt;br /&gt;
* FldObj_CliffSheikerWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_B_02&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_B_02_Far&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_END_B_02&lt;br /&gt;
* FldObj_CliffSnowEdgeWall_END_B_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_01&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_02&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_03&lt;br /&gt;
* FldObj_CliffSnowLargeWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowLargeWall_END_D_03&lt;br /&gt;
* FldObj_CliffSnowLargeWall_END_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_01&lt;br /&gt;
* FldObj_CliffSnowScaffold_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowTopHalf_D_01&lt;br /&gt;
* FldObj_CliffSnowTopHalf_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowTop_D_01&lt;br /&gt;
* FldObj_CliffSnowTop_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_01&lt;br /&gt;
* FldObj_CliffSnowWall_D_01_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_02&lt;br /&gt;
* FldObj_CliffSnowWall_D_02_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_03&lt;br /&gt;
* FldObj_CliffSnowWall_D_03_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_05&lt;br /&gt;
* FldObj_CliffSnowWall_D_05_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_06&lt;br /&gt;
* FldObj_CliffSnowWall_D_06_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_07&lt;br /&gt;
* FldObj_CliffSnowWall_D_07_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_08&lt;br /&gt;
* FldObj_CliffSnowWall_D_08_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_09&lt;br /&gt;
* FldObj_CliffSnowWall_D_09_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_10&lt;br /&gt;
* FldObj_CliffSnowWall_D_10_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_11&lt;br /&gt;
* FldObj_CliffSnowWall_D_11_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_14&lt;br /&gt;
* FldObj_CliffSnowWall_D_14_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_15&lt;br /&gt;
* FldObj_CliffSnowWall_D_15_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_16&lt;br /&gt;
* FldObj_CliffSnowWall_D_16_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_17&lt;br /&gt;
* FldObj_CliffSnowWall_D_17_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_18&lt;br /&gt;
* FldObj_CliffSnowWall_D_18_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_19&lt;br /&gt;
* FldObj_CliffSnowWall_D_19_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_20&lt;br /&gt;
* FldObj_CliffSnowWall_D_22&lt;br /&gt;
* FldObj_CliffSnowWall_D_22_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_23&lt;br /&gt;
* FldObj_CliffSnowWall_D_23_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_25&lt;br /&gt;
* FldObj_CliffSnowWall_D_25_Far&lt;br /&gt;
* FldObj_CliffSnowWall_D_27&lt;br /&gt;
* FldObj_CliffSnowWall_D_27_Far&lt;br /&gt;
* FldObj_CliffSnow_B_01&lt;br /&gt;
* FldObj_CliffSnow_B_01_Far&lt;br /&gt;
* FldObj_CliffTropicsCave_A_01&lt;br /&gt;
* FldObj_CliffTropicsCave_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_01&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_02&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_L_03&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_M_01&lt;br /&gt;
* FldObj_CliffTropicsLumpRock_A_S_01&lt;br /&gt;
* FldObj_CliffTropicsRock_A_01&lt;br /&gt;
* FldObj_CliffTropicsRock_A_02&lt;br /&gt;
* FldObj_CliffTropicsRock_A_03&lt;br /&gt;
* FldObj_CliffTropicsRock_A_04&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_01&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsScaffold_A_02&lt;br /&gt;
* FldObj_CliffTropicsWall_A_01&lt;br /&gt;
* FldObj_CliffTropicsWall_A_01_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_02&lt;br /&gt;
* FldObj_CliffTropicsWall_A_02_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_03&lt;br /&gt;
* FldObj_CliffTropicsWall_A_03_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_04&lt;br /&gt;
* FldObj_CliffTropicsWall_A_04_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_05&lt;br /&gt;
* FldObj_CliffTropicsWall_A_05_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_06&lt;br /&gt;
* FldObj_CliffTropicsWall_A_06_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_07&lt;br /&gt;
* FldObj_CliffTropicsWall_A_07_Far&lt;br /&gt;
* FldObj_CliffTropicsWall_A_08&lt;br /&gt;
* FldObj_CliffTropicsWall_A_08_Far&lt;br /&gt;
* FldObj_CliffTropicsWaterFall_A_01&lt;br /&gt;
* FldObj_CliffTropicsWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_01&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_02&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_03&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_04&lt;br /&gt;
* FldObj_CliffWhiteBroken_A_05&lt;br /&gt;
* FldObj_CliffWhiteCave_A_01&lt;br /&gt;
* FldObj_CliffWhiteCave_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_02&lt;br /&gt;
* FldObj_CliffWhiteCave_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_A_03&lt;br /&gt;
* FldObj_CliffWhiteCave_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteCave_Dungeon086&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_01&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_03&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_04&lt;br /&gt;
* FldObj_CliffWhiteEdgeParts_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_02&lt;br /&gt;
* FldObj_CliffWhiteHill_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteHill_C_03&lt;br /&gt;
* FldObj_CliffWhiteHill_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteLakeHylia_A_01&lt;br /&gt;
* FldObj_CliffWhiteLakeHylia_A_02&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_01&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_02&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_A_03&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_C_L_01&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_C_M_01&lt;br /&gt;
* FldObj_CliffWhiteLumpRock_C_S_01&lt;br /&gt;
* FldObj_CliffWhiteMountainHole_A_01&lt;br /&gt;
* FldObj_CliffWhiteMountainHole_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteMountain_A_02&lt;br /&gt;
* FldObj_CliffWhiteMountain_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_01&lt;br /&gt;
* FldObj_CliffWhiteParts_A_02&lt;br /&gt;
* FldObj_CliffWhiteParts_A_03&lt;br /&gt;
* FldObj_CliffWhiteParts_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_04&lt;br /&gt;
* FldObj_CliffWhiteParts_A_05&lt;br /&gt;
* FldObj_CliffWhiteParts_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteParts_A_06&lt;br /&gt;
* FldObj_CliffWhiteParts_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteRockSet_B_01&lt;br /&gt;
* FldObj_CliffWhiteRock_C_01&lt;br /&gt;
* FldObj_CliffWhiteRock_C_02&lt;br /&gt;
* FldObj_CliffWhiteRock_C_03&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_01&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteScaffold_A_02&lt;br /&gt;
* FldObj_CliffWhiteSet_A_01&lt;br /&gt;
* FldObj_CliffWhiteSet_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTilt_A_01&lt;br /&gt;
* FldObj_CliffWhiteTilt_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTop_A_01&lt;br /&gt;
* FldObj_CliffWhiteTop_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_01&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_02&lt;br /&gt;
* FldObj_CliffWhiteTunnel_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWallCurve_A_01&lt;br /&gt;
* FldObj_CliffWhiteWallCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_01&lt;br /&gt;
* FldObj_CliffWhiteWall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_02&lt;br /&gt;
* FldObj_CliffWhiteWall_A_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_03&lt;br /&gt;
* FldObj_CliffWhiteWall_A_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_04&lt;br /&gt;
* FldObj_CliffWhiteWall_A_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_05&lt;br /&gt;
* FldObj_CliffWhiteWall_A_05_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_06&lt;br /&gt;
* FldObj_CliffWhiteWall_A_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_07&lt;br /&gt;
* FldObj_CliffWhiteWall_A_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_A_08&lt;br /&gt;
* FldObj_CliffWhiteWall_A_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_01&lt;br /&gt;
* FldObj_CliffWhiteWall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_03&lt;br /&gt;
* FldObj_CliffWhiteWall_B_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_06&lt;br /&gt;
* FldObj_CliffWhiteWall_B_06_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_07&lt;br /&gt;
* FldObj_CliffWhiteWall_B_07_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_08&lt;br /&gt;
* FldObj_CliffWhiteWall_B_08_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_09&lt;br /&gt;
* FldObj_CliffWhiteWall_B_09_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_10&lt;br /&gt;
* FldObj_CliffWhiteWall_B_10_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_12&lt;br /&gt;
* FldObj_CliffWhiteWall_B_12_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_13&lt;br /&gt;
* FldObj_CliffWhiteWall_B_13_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_14&lt;br /&gt;
* FldObj_CliffWhiteWall_B_14_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_15&lt;br /&gt;
* FldObj_CliffWhiteWall_B_15_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_B_16&lt;br /&gt;
* FldObj_CliffWhiteWall_C_01&lt;br /&gt;
* FldObj_CliffWhiteWall_C_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_02&lt;br /&gt;
* FldObj_CliffWhiteWall_C_02_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_03&lt;br /&gt;
* FldObj_CliffWhiteWall_C_03_Far&lt;br /&gt;
* FldObj_CliffWhiteWall_C_04&lt;br /&gt;
* FldObj_CliffWhiteWall_C_04_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_01&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_01_Far&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_A_02&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_B_01&lt;br /&gt;
* FldObj_CliffWhiteWaterFall_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_01&lt;br /&gt;
* FldObj_CliffWhite_A_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_03&lt;br /&gt;
* FldObj_CliffWhite_A_03_Far&lt;br /&gt;
* FldObj_CliffWhite_A_04&lt;br /&gt;
* FldObj_CliffWhite_A_04_Far&lt;br /&gt;
* FldObj_CliffWhite_A_05&lt;br /&gt;
* FldObj_CliffWhite_A_05_Far&lt;br /&gt;
* FldObj_CliffWhite_A_S_01&lt;br /&gt;
* FldObj_CliffWhite_A_S_01_Far&lt;br /&gt;
* FldObj_CliffWhite_A_S_02&lt;br /&gt;
* FldObj_CliffWhite_A_S_03&lt;br /&gt;
* FldObj_CliffWhite_B_01&lt;br /&gt;
* FldObj_CliffWhite_B_01_Far&lt;br /&gt;
* FldObj_CliffWhite_B_08&lt;br /&gt;
* FldObj_CliffWhite_B_08_Far&lt;br /&gt;
* FldObj_CliffWhite_B_10&lt;br /&gt;
* FldObj_CliffWhite_B_10_Far&lt;br /&gt;
* FldObj_CliffWhite_B_11&lt;br /&gt;
* FldObj_CliffWhite_C_01&lt;br /&gt;
* FldObj_CliffWhite_C_01_Far&lt;br /&gt;
* FldObj_CliffWhite_C_02&lt;br /&gt;
* FldObj_CliffWhite_C_02_Far&lt;br /&gt;
* FldObj_CliffWhite_C_03&lt;br /&gt;
* FldObj_CliffWhite_C_03_Far&lt;br /&gt;
* FldObj_CliffWhite_C_04&lt;br /&gt;
* FldObj_CliffWhite_C_04_Far&lt;br /&gt;
* FldObj_CliffWhite_C_05&lt;br /&gt;
* FldObj_CliffWhite_C_05_Far&lt;br /&gt;
* FldObj_CliffWhite_C_06&lt;br /&gt;
* FldObj_CliffWhite_C_06_Far&lt;br /&gt;
* FldObj_CliffWhite_C_07&lt;br /&gt;
* FldObj_CliffWhite_C_07_Far&lt;br /&gt;
* FldObj_CliffWhite_C_08&lt;br /&gt;
* FldObj_CliffWhite_C_08_Far&lt;br /&gt;
* FldObj_CliffYellowCurve_A_01&lt;br /&gt;
* FldObj_CliffYellowCurve_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHead_A_01&lt;br /&gt;
* FldObj_CliffYellowHead_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowHole_A_01&lt;br /&gt;
* FldObj_CliffYellowHole_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowLumpRock_A_02&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01&lt;br /&gt;
* FldObj_CliffYellowPillar_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowRock_A_01&lt;br /&gt;
* FldObj_CliffYellowRock_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowTunnel_A_01&lt;br /&gt;
* FldObj_CliffYellowTunnel_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_01&lt;br /&gt;
* FldObj_CliffYellowWall_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_02&lt;br /&gt;
* FldObj_CliffYellowWall_A_02_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_03&lt;br /&gt;
* FldObj_CliffYellowWall_A_03_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_04&lt;br /&gt;
* FldObj_CliffYellowWall_A_04_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_05&lt;br /&gt;
* FldObj_CliffYellowWall_A_05_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_06&lt;br /&gt;
* FldObj_CliffYellowWall_A_06_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_07&lt;br /&gt;
* FldObj_CliffYellowWall_A_07_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_08&lt;br /&gt;
* FldObj_CliffYellowWall_A_08_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_09&lt;br /&gt;
* FldObj_CliffYellowWall_A_09_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_10&lt;br /&gt;
* FldObj_CliffYellowWall_A_10_Far&lt;br /&gt;
* FldObj_CliffYellowWall_A_11&lt;br /&gt;
* FldObj_CliffYellowWall_A_11_Far&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_01&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_01_Far&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_04&lt;br /&gt;
* FldObj_CliffYellowWall_END_A_04_Far&lt;br /&gt;
* FldObj_CliffZoraGround_A_01&lt;br /&gt;
* FldObj_CliffZoraGround_A_02&lt;br /&gt;
* FldObj_CliffZoraHole_A_01&lt;br /&gt;
* FldObj_CliffZoraHole_A_02&lt;br /&gt;
* FldObj_CliffZoraHole_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraScaffold_A_01&lt;br /&gt;
* FldObj_CliffZoraWall_A_01&lt;br /&gt;
* FldObj_CliffZoraWall_A_01_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_02&lt;br /&gt;
* FldObj_CliffZoraWall_A_02_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_03&lt;br /&gt;
* FldObj_CliffZoraWall_A_03_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_04&lt;br /&gt;
* FldObj_CliffZoraWall_A_04_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_05&lt;br /&gt;
* FldObj_CliffZoraWall_A_05_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_06&lt;br /&gt;
* FldObj_CliffZoraWall_A_06_Far&lt;br /&gt;
* FldObj_CliffZoraWall_A_07&lt;br /&gt;
* FldObj_CliffZoraWall_A_07_Far&lt;br /&gt;
* FldObj_CliffZora_A_01&lt;br /&gt;
* FldObj_CliffZora_A_01_Far&lt;br /&gt;
* FldObj_CliffZora_A_02&lt;br /&gt;
* FldObj_CliffZora_A_02_Far&lt;br /&gt;
* FldObj_CliffZora_A_03&lt;br /&gt;
* FldObj_CliffZora_A_04&lt;br /&gt;
* FldObj_CliffZora_A_04_Far&lt;br /&gt;
* FldObj_CliffZora_A_05&lt;br /&gt;
* FldObj_CliffZora_A_05_Far&lt;br /&gt;
* FldObj_CliffZora_A_06&lt;br /&gt;
* FldObj_CliffZora_A_06_Far&lt;br /&gt;
* FldObj_CrevasseSnowWindVent_A_01&lt;br /&gt;
* FldObj_CrevasseSnow_A_01&lt;br /&gt;
* FldObj_DeathMountain_A_BaseDungeon&lt;br /&gt;
* FldObj_DeathMountain_BaseUnder&lt;br /&gt;
* FldObj_DeathMountain_BaseUnder_Far&lt;br /&gt;
* FldObj_DeathMountain_Base_Far&lt;br /&gt;
* FldObj_DeathMtGeyser_01&lt;br /&gt;
* FldObj_DeathMtGeyser_02&lt;br /&gt;
* FldObj_DeathMtGeyser_02_100enemy&lt;br /&gt;
* FldObj_DeathMtGeyser_YunboStorage&lt;br /&gt;
* FldObj_DeathMtGutsWall_A_01&lt;br /&gt;
* FldObj_DeathMtGutsWall_A_01_Far&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_01&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_02&lt;br /&gt;
* FldObj_DebrisHylia_Debris_A_03&lt;br /&gt;
* FldObj_DebrisHylia_Step_A_01&lt;br /&gt;
* FldObj_DebrisHylia_StonePavement_A_01&lt;br /&gt;
* FldObj_DesertRuinPillar_A_01&lt;br /&gt;
* FldObj_DesertRuinPillar_A_01_Far&lt;br /&gt;
* FldObj_DesertRuinPillar_A_02&lt;br /&gt;
* FldObj_DesertRuinPillar_A_02_Far&lt;br /&gt;
* FldObj_DesertRuinWall_A_01&lt;br /&gt;
* FldObj_DesertRuinWall_A_01_Far&lt;br /&gt;
* FldObj_DesertRuin_A_01&lt;br /&gt;
* FldObj_DesertRuin_A_02&lt;br /&gt;
* FldObj_DesertRuin_A_02_Far&lt;br /&gt;
* FldObj_DesertRuin_A_03&lt;br /&gt;
* FldObj_DesertRuin_A_03_Far&lt;br /&gt;
* FldObj_DesertRuin_A_04&lt;br /&gt;
* FldObj_DesertRuin_A_05&lt;br /&gt;
* FldObj_DesertRuin_A_05_Far&lt;br /&gt;
* FldObj_DesertRuin_A_07&lt;br /&gt;
* FldObj_DesertRuin_A_07_Far&lt;br /&gt;
* FldObj_DesertRuin_A_08&lt;br /&gt;
* FldObj_DesertRuin_A_08_Far&lt;br /&gt;
* FldObj_DesertRuin_A_09&lt;br /&gt;
* FldObj_DesertRuin_A_09_Far&lt;br /&gt;
* FldObj_DesertRuin_A_10&lt;br /&gt;
* FldObj_DesertRuin_A_10_Far&lt;br /&gt;
* FldObj_DesertRuin_A_11&lt;br /&gt;
* FldObj_DesertRuin_A_11_Far&lt;br /&gt;
* FldObj_DesertRuin_A_12&lt;br /&gt;
* FldObj_DesertRuin_A_12_Far&lt;br /&gt;
* FldObj_DesertRuin_A_13&lt;br /&gt;
* FldObj_DesertRuin_A_13_Far&lt;br /&gt;
* FldObj_DesertRuin_A_14&lt;br /&gt;
* FldObj_DesertRuin_A_14_Far&lt;br /&gt;
* FldObj_FarthestIsland_A_01&lt;br /&gt;
* FldObj_FarthestIsland_A_01_Far&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01_NearEnemy&lt;br /&gt;
* FldObj_FirstBigCliff_A_01&lt;br /&gt;
* FldObj_FirstBigCliff_A_01_Far&lt;br /&gt;
* FldObj_FirstBigCliff_A_02&lt;br /&gt;
* FldObj_FirstBigCliff_A_02_Far&lt;br /&gt;
* FldObj_FirstBigFall_A_01&lt;br /&gt;
* FldObj_FirstBigFall_A_01_Far&lt;br /&gt;
* FldObj_FirstBrokenBridge_A_01&lt;br /&gt;
* FldObj_FirstBrokenBridge_A_01_Far&lt;br /&gt;
* FldObj_FirstBrokenPillar_A_01&lt;br /&gt;
* FldObj_FirstBrokenPillar_A_02&lt;br /&gt;
* FldObj_FirstCurve_A_01&lt;br /&gt;
* FldObj_FirstCurve_A_01_Far&lt;br /&gt;
* FldObj_FirstEdge_A_01&lt;br /&gt;
* FldObj_FirstEdge_A_01_Far&lt;br /&gt;
* FldObj_FirstGateSnowDebris_A_01&lt;br /&gt;
* FldObj_FirstGateSnowDebris_A_02&lt;br /&gt;
* FldObj_FirstGateSnowDebris_A_03&lt;br /&gt;
* FldObj_FirstGateSnowEntrance_A_01&lt;br /&gt;
* FldObj_FirstGateSnowEntrance_A_01_Far&lt;br /&gt;
* FldObj_FirstGateSnowRiverside_A_01&lt;br /&gt;
* FldObj_FirstPlateauSouthPlatform_A_01&lt;br /&gt;
* FldObj_FirstPlateauSouthPlatform_A_01_Far&lt;br /&gt;
* FldObj_FirstPond_A_01&lt;br /&gt;
* FldObj_FirstPond_A_01_Far&lt;br /&gt;
* FldObj_FirstShrineBedWater_A_01&lt;br /&gt;
* FldObj_FirstShrineBed_A_01&lt;br /&gt;
* FldObj_FirstShrineCover_A_01&lt;br /&gt;
* FldObj_FirstShrineCover_A_01_Far&lt;br /&gt;
* FldObj_FirstShrine_A_01&lt;br /&gt;
* FldObj_FirstShrine_A_02&lt;br /&gt;
* FldObj_FissureValleyEye_A_01&lt;br /&gt;
* FldObj_FissureValleyEye_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_03&lt;br /&gt;
* FldObj_FissureValleyPillar_A_03_Far&lt;br /&gt;
* FldObj_FissureValleyPillar_A_04&lt;br /&gt;
* FldObj_FissureValleyPillar_A_04_Far&lt;br /&gt;
* FldObj_FissureValleyPond_A_01&lt;br /&gt;
* FldObj_FissureValleyPond_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyRock_A_01&lt;br /&gt;
* FldObj_FissureValleyRock_A_02&lt;br /&gt;
* FldObj_FissureValleyRock_A_02_Far&lt;br /&gt;
* FldObj_FissureValleyWall_A_01&lt;br /&gt;
* FldObj_FissureValleyWall_A_01_Far&lt;br /&gt;
* FldObj_FissureValleyWall_A_02&lt;br /&gt;
* FldObj_FissureValley_A_01&lt;br /&gt;
* FldObj_FissureValley_A_01_Far&lt;br /&gt;
* FldObj_FissureValley_A_02&lt;br /&gt;
* FldObj_FissureValley_A_02_Far&lt;br /&gt;
* FldObj_FissureValley_A_03&lt;br /&gt;
* FldObj_FissureValley_A_03_Far&lt;br /&gt;
* FldObj_FissureValley_A_04&lt;br /&gt;
* FldObj_FissureValley_A_04_Far&lt;br /&gt;
* FldObj_FissureValley_A_06&lt;br /&gt;
* FldObj_FissureValley_A_06_Far&lt;br /&gt;
* FldObj_FlagChallengeGoal_A&lt;br /&gt;
* FldObj_FlagLarge_A_01&lt;br /&gt;
* FldObj_FlagLarge_A_02&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01_Far&lt;br /&gt;
* FldObj_FourJewelStand_A_01&lt;br /&gt;
* FldObj_FourJewelWall_A_01&lt;br /&gt;
* FldObj_GateGerudoDesert_A_01&lt;br /&gt;
* FldObj_GateGerudoDesert_A_01_Far&lt;br /&gt;
* FldObj_GateGerudoDesert_A_02&lt;br /&gt;
* FldObj_GateGerudoDesert_A_02_Far&lt;br /&gt;
* FldObj_GerdoQuarryTent_A_01&lt;br /&gt;
* FldObj_GerudoBase_A_01&lt;br /&gt;
* FldObj_GerudoBase_A_01_Far&lt;br /&gt;
* FldObj_GerudoBase_A_02&lt;br /&gt;
* FldObj_GerudoBase_A_02_Far&lt;br /&gt;
* FldObj_GerudoBase_A_03&lt;br /&gt;
* FldObj_GerudoBase_A_03_Far&lt;br /&gt;
* FldObj_GerudoBase_A_04&lt;br /&gt;
* FldObj_GerudoBase_A_04_Far&lt;br /&gt;
* FldObj_GerudoCavePillar_A_01&lt;br /&gt;
* FldObj_GerudoCavePillar_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_01&lt;br /&gt;
* FldObj_GerudoCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoCave_A_02&lt;br /&gt;
* FldObj_GerudoCave_A_02_Far&lt;br /&gt;
* FldObj_GerudoCave_A_03&lt;br /&gt;
* FldObj_GerudoCave_A_03_Far&lt;br /&gt;
* FldObj_GerudoCave_A_04&lt;br /&gt;
* FldObj_GerudoCave_A_04_Far&lt;br /&gt;
* FldObj_GerudoCave_A_05&lt;br /&gt;
* FldObj_GerudoCave_A_05_Far&lt;br /&gt;
* FldObj_GerudoCave_A_06&lt;br /&gt;
* FldObj_GerudoCave_C_01&lt;br /&gt;
* FldObj_GerudoDesertRock_A_01&lt;br /&gt;
* FldObj_GerudoDesertRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_04&lt;br /&gt;
* FldObj_GerudoDesertRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_05&lt;br /&gt;
* FldObj_GerudoDesertRock_A_06&lt;br /&gt;
* FldObj_GerudoDesertRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_07&lt;br /&gt;
* FldObj_GerudoDesertRock_A_07_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_10&lt;br /&gt;
* FldObj_GerudoDesertRock_A_11&lt;br /&gt;
* FldObj_GerudoDesertRock_A_12&lt;br /&gt;
* FldObj_GerudoDesertRock_A_13&lt;br /&gt;
* FldObj_GerudoDesertRock_A_20&lt;br /&gt;
* FldObj_GerudoDesertRock_A_21&lt;br /&gt;
* FldObj_GerudoDesertRock_A_21_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_22&lt;br /&gt;
* FldObj_GerudoDesertRock_A_22_Far&lt;br /&gt;
* FldObj_GerudoDesertRock_A_30&lt;br /&gt;
* FldObj_GerudoDesertRock_A_31&lt;br /&gt;
* FldObj_GerudoDesertRock_A_32&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_01&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_04&lt;br /&gt;
* FldObj_GerudoHighlandCliffEnd_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_01&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_02&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_03&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_04&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_05&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_05_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_06&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_07&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_07_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_08&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_08_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_10&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_10_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_11&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_11_Far&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_12&lt;br /&gt;
* FldObj_GerudoHighlandCliff_A_12_Far&lt;br /&gt;
* FldObj_GerudoHighlandRockCave_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRockCave_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_05&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_06&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_06_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_A_07&lt;br /&gt;
* FldObj_GerudoHighlandRock_B_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_B_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_B_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_B_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_01&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_02&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_02_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_03&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_03_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_04&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_04_Far&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_05&lt;br /&gt;
* FldObj_GerudoHighlandRock_C_06&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_01&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_01_Far&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_02&lt;br /&gt;
* FldObj_GerudoHighlandScaffold_B_03&lt;br /&gt;
* FldObj_GerudoStonepitRock_A_01&lt;br /&gt;
* FldObj_GerudoStonepitRock_A_04&lt;br /&gt;
* FldObj_GerudoStonepit_A_01&lt;br /&gt;
* FldObj_GerudoStonepit_A_01_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_02&lt;br /&gt;
* FldObj_GerudoStonepit_A_02_Far&lt;br /&gt;
* FldObj_GerudoStonepit_A_03&lt;br /&gt;
* FldObj_GerudoStonepit_A_04&lt;br /&gt;
* FldObj_GerudoStonepit_A_05&lt;br /&gt;
* FldObj_Ground_A_01&lt;br /&gt;
* FldObj_Ground_Gerudo_B_01&lt;br /&gt;
* FldObj_HeburaGeyser_01&lt;br /&gt;
* FldObj_HighwayHyliaPillar_A_01&lt;br /&gt;
* FldObj_HighwayHyliaWall_A_01&lt;br /&gt;
* FldObj_HighwayHyliaWall_A_02&lt;br /&gt;
* FldObj_HighwayHyliaWall_A_02_Far&lt;br /&gt;
* FldObj_HighwayHylia_A_03&lt;br /&gt;
* FldObj_HugeMazeGround_B_01&lt;br /&gt;
* FldObj_HugeMazeGround_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_02&lt;br /&gt;
* FldObj_HugeMazeGround_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_03&lt;br /&gt;
* FldObj_HugeMazeGround_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_04&lt;br /&gt;
* FldObj_HugeMazeGround_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeParts_B_09&lt;br /&gt;
* FldObj_HugeMazeParts_B_09_Far&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_01&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_01_Far&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_02&lt;br /&gt;
* FldObj_HyliaBridgeFoot_A_02_Far&lt;br /&gt;
* FldObj_HyruleFountain_A_02&lt;br /&gt;
* FldObj_KingsTomb_A_01&lt;br /&gt;
* FldObj_KnightDoll_01&lt;br /&gt;
* FldObj_KnightDoll_02&lt;br /&gt;
* FldObj_KnightDoll_03&lt;br /&gt;
* FldObj_KnightDoll_04&lt;br /&gt;
* FldObj_KnightDoll_05&lt;br /&gt;
* FldObj_KnightDoll_06&lt;br /&gt;
* FldObj_KnightDoll_07&lt;br /&gt;
* FldObj_KorokStoneLift_A_01&lt;br /&gt;
* FldObj_Magnetic_Fld_01&lt;br /&gt;
* FldObj_Mound_A_02&lt;br /&gt;
* FldObj_Mound_A_02_Far&lt;br /&gt;
* FldObj_MountainFutagoLumpRock_A_01&lt;br /&gt;
* FldObj_MountainFutagoLumpRock_A_02&lt;br /&gt;
* FldObj_MountainFutagoScaffold_A_01&lt;br /&gt;
* FldObj_MountainFutagoScaffold_A_01_Far&lt;br /&gt;
* FldObj_MountainFutagoWall_A_01&lt;br /&gt;
* FldObj_MountainFutagoWall_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_01&lt;br /&gt;
* FldObj_MountainFutago_A_01_Far&lt;br /&gt;
* FldObj_MountainFutago_A_02&lt;br /&gt;
* FldObj_MountainFutago_A_02_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_01&lt;br /&gt;
* FldObj_MountainLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_03&lt;br /&gt;
* FldObj_MountainLakeHylia_A_03_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_04&lt;br /&gt;
* FldObj_MountainLakeHylia_A_04_Far&lt;br /&gt;
* FldObj_MountainLakeHylia_A_05&lt;br /&gt;
* FldObj_MountainLakeHylia_A_05_Far&lt;br /&gt;
* FldObj_MountainLanayruStairs_A_01&lt;br /&gt;
* FldObj_MountainLanayruWall_A_01&lt;br /&gt;
* FldObj_MountainLanayruWall_A_01_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_01&lt;br /&gt;
* FldObj_MountainLanayru_A_01_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_02&lt;br /&gt;
* FldObj_MountainLanayru_A_02_Far&lt;br /&gt;
* FldObj_MountainLanayru_A_03&lt;br /&gt;
* FldObj_MountainLanayru_A_03_Far&lt;br /&gt;
* FldObj_MountainSheikerScaffold_A_01&lt;br /&gt;
* FldObj_MountainSheikerWall_A_01&lt;br /&gt;
* FldObj_MountainSheikerWall_A_01_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02&lt;br /&gt;
* FldObj_MountainSheikerWall_A_02_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_03&lt;br /&gt;
* FldObj_MountainSheikerWall_A_03_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_04&lt;br /&gt;
* FldObj_MountainSheikerWall_A_04_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_05&lt;br /&gt;
* FldObj_MountainSheikerWall_A_05_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_06&lt;br /&gt;
* FldObj_MountainSheikerWall_A_06_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_07&lt;br /&gt;
* FldObj_MountainSheikerWall_A_07_Far&lt;br /&gt;
* FldObj_MountainSheikerWall_A_08&lt;br /&gt;
* FldObj_MountainSheikerWall_A_08_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_01&lt;br /&gt;
* FldObj_MountainSheiker_A_01_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_02&lt;br /&gt;
* FldObj_MountainSheiker_A_02_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_03&lt;br /&gt;
* FldObj_MountainSheiker_A_03_Far&lt;br /&gt;
* FldObj_MountainSheiker_A_04&lt;br /&gt;
* FldObj_MountainSheiker_A_04_Far&lt;br /&gt;
* FldObj_MountainSnow_A_M_02&lt;br /&gt;
* FldObj_MountainSnow_A_M_02_Far&lt;br /&gt;
* FldObj_MountainSnow_A_M_04&lt;br /&gt;
* FldObj_MountainSnow_A_M_04_Far&lt;br /&gt;
* FldObj_PierSnowProp_A_01&lt;br /&gt;
* FldObj_PierSnowProp_A_03&lt;br /&gt;
* FldObj_RiverEdge_A_01&lt;br /&gt;
* FldObj_RiverEdge_A_01_Far&lt;br /&gt;
* FldObj_RiverEdge_A_02&lt;br /&gt;
* FldObj_RiverEdge_A_02_Far&lt;br /&gt;
* FldObj_RiverEdge_A_03&lt;br /&gt;
* FldObj_RiverEdge_A_03_Far&lt;br /&gt;
* FldObj_RiverPile_A_01&lt;br /&gt;
* FldObj_RockAkkare_A_01&lt;br /&gt;
* FldObj_RockAkkare_A_02&lt;br /&gt;
* FldObj_RockAkkare_A_03&lt;br /&gt;
* FldObj_RockAkkare_A_04&lt;br /&gt;
* FldObj_RockAkkare_A_08&lt;br /&gt;
* FldObj_RockAkkare_A_09&lt;br /&gt;
* FldObj_RockBeachLump_A_L_01&lt;br /&gt;
* FldObj_RockBeachLump_A_M_01&lt;br /&gt;
* FldObj_RockBeachLump_A_S_01&lt;br /&gt;
* FldObj_RockBeachWall_A_01&lt;br /&gt;
* FldObj_RockBeachWall_A_01_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_02&lt;br /&gt;
* FldObj_RockBeachWall_A_02_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_03&lt;br /&gt;
* FldObj_RockBeachWall_A_04&lt;br /&gt;
* FldObj_RockBeachWall_A_04_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_05&lt;br /&gt;
* FldObj_RockBeachWall_A_05_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_06&lt;br /&gt;
* FldObj_RockBeachWall_A_06_Far&lt;br /&gt;
* FldObj_RockBeachWall_A_07&lt;br /&gt;
* FldObj_RockBeachWall_A_07_Far&lt;br /&gt;
* FldObj_RockBeach_A_L_01&lt;br /&gt;
* FldObj_RockBeach_A_L_01_Far&lt;br /&gt;
* FldObj_RockBeach_A_M_01&lt;br /&gt;
* FldObj_RockBeach_A_M_01_Far&lt;br /&gt;
* FldObj_RockBeach_A_M_02&lt;br /&gt;
* FldObj_RockBeach_A_M_03&lt;br /&gt;
* FldObj_RockBeach_A_M_04&lt;br /&gt;
* FldObj_RockBeach_A_S_01&lt;br /&gt;
* FldObj_RockBeach_A_S_01_Far&lt;br /&gt;
* FldObj_RockBeach_A_S_02&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_01&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_01_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_02&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_02_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_03&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_03_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_04&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_04_Far&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_05&lt;br /&gt;
* FldObj_RockBridgeGerudoEntrance_A_05_Far&lt;br /&gt;
* FldObj_RockDislocation_A_01&lt;br /&gt;
* FldObj_RockDislocation_A_01_Far&lt;br /&gt;
* FldObj_RockDislocation_A_02&lt;br /&gt;
* FldObj_RockDislocation_A_02_Far&lt;br /&gt;
* FldObj_RockDislocation_A_03&lt;br /&gt;
* FldObj_RockDislocation_A_04&lt;br /&gt;
* FldObj_RockDislocation_A_05&lt;br /&gt;
* FldObj_RockDislocation_A_05_Far&lt;br /&gt;
* FldObj_RockDislocation_A_06&lt;br /&gt;
* FldObj_RockDislocation_A_06_Far&lt;br /&gt;
* FldObj_RockDislocation_B_01&lt;br /&gt;
* FldObj_RockDislocation_B_01_Far&lt;br /&gt;
* FldObj_RockDislocation_B_02&lt;br /&gt;
* FldObj_RockDislocation_B_02_Far&lt;br /&gt;
* FldObj_RockDislocation_B_05&lt;br /&gt;
* FldObj_RockDislocation_B_05_Far&lt;br /&gt;
* FldObj_RockDislocation_B_06&lt;br /&gt;
* FldObj_RockDislocation_B_06_Far&lt;br /&gt;
* FldObj_RockDislocation_D_01&lt;br /&gt;
* FldObj_RockDislocation_D_01_Far&lt;br /&gt;
* FldObj_RockDislocation_D_02&lt;br /&gt;
* FldObj_RockDislocation_D_02_Far&lt;br /&gt;
* FldObj_RockDislocation_D_03&lt;br /&gt;
* FldObj_RockDislocation_D_03_Far&lt;br /&gt;
* FldObj_RockDislocation_D_04&lt;br /&gt;
* FldObj_RockDislocation_D_04_Far&lt;br /&gt;
* FldObj_RockDislocation_D_05&lt;br /&gt;
* FldObj_RockDislocation_D_05_Far&lt;br /&gt;
* FldObj_RockDislocation_D_06&lt;br /&gt;
* FldObj_RockDislocation_D_06_Far&lt;br /&gt;
* FldObj_RockGashamahi_A_01&lt;br /&gt;
* FldObj_RockGashamahi_A_02&lt;br /&gt;
* FldObj_RockGashamahi_A_03&lt;br /&gt;
* FldObj_RockGashamahi_A_04&lt;br /&gt;
* FldObj_RockGashamahi_A_06&lt;br /&gt;
* FldObj_RockGashamahi_A_07&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01&lt;br /&gt;
* FldObj_RockGerudoHighland_B_01_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02&lt;br /&gt;
* FldObj_RockGerudoHighland_B_02_Far&lt;br /&gt;
* FldObj_RockGerudoHighland_B_03&lt;br /&gt;
* FldObj_RockGerudoHighland_C_01&lt;br /&gt;
* FldObj_RockGerudoHighland_C_01_Far&lt;br /&gt;
* FldObj_RockOrangeBridgeBase_A_01&lt;br /&gt;
* FldObj_RockOrangeBridgeBase_A_01_Far&lt;br /&gt;
* FldObj_RockOrangeBridge_A_01&lt;br /&gt;
* FldObj_RockOrangeBridge_A_01_Far&lt;br /&gt;
* FldObj_RockOrangeCave_A_01&lt;br /&gt;
* FldObj_RockOrangePillar_A_02&lt;br /&gt;
* FldObj_RockOrangePillar_A_02_Far&lt;br /&gt;
* FldObj_RockOrangeStone_A_01&lt;br /&gt;
* FldObj_RockOrangeStone_A_01_Demo&lt;br /&gt;
* FldObj_RockOrangeStone_A_02&lt;br /&gt;
* FldObj_RockOrangeStone_A_02_Demo&lt;br /&gt;
* FldObj_RockOrangeStone_A_03&lt;br /&gt;
* FldObj_RockOrangeStone_A_03_Demo&lt;br /&gt;
* FldObj_RockOrange_A_L_01&lt;br /&gt;
* FldObj_RockOrange_A_L_01_Far&lt;br /&gt;
* FldObj_RockOrange_A_L_02&lt;br /&gt;
* FldObj_RockOrange_A_L_02_Far&lt;br /&gt;
* FldObj_RockOrange_A_M_01&lt;br /&gt;
* FldObj_RockOrange_A_M_02&lt;br /&gt;
* FldObj_RockOrange_A_M_06&lt;br /&gt;
* FldObj_RockOrange_A_M_06_Far&lt;br /&gt;
* FldObj_RockOrange_A_S_01&lt;br /&gt;
* FldObj_RockOrange_A_S_02&lt;br /&gt;
* FldObj_RockOrange_A_S_03&lt;br /&gt;
* FldObj_RockSheiker_A_L_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_01&lt;br /&gt;
* FldObj_RockSheiker_A_M_02&lt;br /&gt;
* FldObj_RockSheiker_A_S_01&lt;br /&gt;
* FldObj_RockSheiker_A_S_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_L_01&lt;br /&gt;
* FldObj_RockYellowOcher_A_L_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_M_02&lt;br /&gt;
* FldObj_RockYellowOcher_A_S_02&lt;br /&gt;
* FldObj_RockYellow_A_M_01&lt;br /&gt;
* FldObj_RockZoraCliffBridge_A_01&lt;br /&gt;
* FldObj_RockZoraCliffBridge_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_01&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_02&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_03&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_04&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_05&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_05_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_06&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_06_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_07&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_07_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_08&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_08_Far&lt;br /&gt;
* FldObj_RockZoraCliffWall_A_09&lt;br /&gt;
* FldObj_RockZoraCliff_A_01&lt;br /&gt;
* FldObj_RockZoraCliff_A_01_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_02&lt;br /&gt;
* FldObj_RockZoraCliff_A_02_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_03&lt;br /&gt;
* FldObj_RockZoraCliff_A_03_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_04&lt;br /&gt;
* FldObj_RockZoraCliff_A_04_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_11&lt;br /&gt;
* FldObj_RockZoraCliff_A_11_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_12&lt;br /&gt;
* FldObj_RockZoraCliff_A_12_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_13&lt;br /&gt;
* FldObj_RockZoraCliff_A_13_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_14&lt;br /&gt;
* FldObj_RockZoraCliff_A_14_Far&lt;br /&gt;
* FldObj_RockZoraCliff_A_15&lt;br /&gt;
* FldObj_RockZoraCliff_A_15_Far&lt;br /&gt;
* FldObj_RockZoraCliff_B_01&lt;br /&gt;
* FldObj_RockZoraCliff_B_01_Far&lt;br /&gt;
* FldObj_RockZoraCliff_B_02&lt;br /&gt;
* FldObj_RockZoraCliff_B_03&lt;br /&gt;
* FldObj_RockZoraLump_A_01&lt;br /&gt;
* FldObj_RockZoraLump_A_02&lt;br /&gt;
* FldObj_RockZoraLump_A_02_Far&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_01_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_02_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_03_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_04_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_05_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_06_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_07_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_08_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_09_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_10_ma&lt;br /&gt;
* FldObj_RockZoraSet_A_01&lt;br /&gt;
* FldObj_RockZoraSet_A_02&lt;br /&gt;
* FldObj_RockZoraSet_A_03&lt;br /&gt;
* FldObj_RockZoraSet_A_04&lt;br /&gt;
* FldObj_RockZoraSet_A_05&lt;br /&gt;
* FldObj_RockZoraSet_A_05_Far&lt;br /&gt;
* FldObj_RockZora_A_L_02&lt;br /&gt;
* FldObj_RockZora_A_L_03&lt;br /&gt;
* FldObj_RockZora_A_M_02&lt;br /&gt;
* FldObj_RockZora_A_M_03&lt;br /&gt;
* FldObj_RockZora_A_M_04&lt;br /&gt;
* FldObj_RocksetAkkare_A_01&lt;br /&gt;
* FldObj_RocksetAkkare_A_02&lt;br /&gt;
* FldObj_RocksetAkkare_A_03&lt;br /&gt;
* FldObj_RocksetAkkare_A_04&lt;br /&gt;
* FldObj_RuinStatueBoar_A_01&lt;br /&gt;
* FldObj_RuinStatueDragon_A_01&lt;br /&gt;
* FldObj_RuinStatueDragon_A_02&lt;br /&gt;
* FldObj_RuinStatueDragon_A_03&lt;br /&gt;
* FldObj_RuinStatueDragon_A_04&lt;br /&gt;
* FldObj_RuinStatueDragon_A_05&lt;br /&gt;
* FldObj_RuinStatueDragon_A_05_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_01&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_02&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_02_Far&lt;br /&gt;
* FldObj_RuinStatueKnight_A_01&lt;br /&gt;
* FldObj_RuinStatueKnight_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01_Far&lt;br /&gt;
* FldObj_RuinStatueOwl_A_01&lt;br /&gt;
* FldObj_RuinStatueOwl_A_02&lt;br /&gt;
* FldObj_RuinStonePavement_A_06&lt;br /&gt;
* FldObj_RuinStonePillar_A_01&lt;br /&gt;
* FldObj_RuinStonePillar_A_02&lt;br /&gt;
* FldObj_RuinStonePillar_A_03&lt;br /&gt;
* FldObj_RuinStonePillar_A_04&lt;br /&gt;
* FldObj_RuinStonePillar_A_05&lt;br /&gt;
* FldObj_RuinStonePillar_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_01&lt;br /&gt;
* FldObj_RuinStoneWall_A_02&lt;br /&gt;
* FldObj_RuinStoneWall_A_03&lt;br /&gt;
* FldObj_RuinStoneWall_A_03_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_04&lt;br /&gt;
* FldObj_RuinStoneWall_A_05&lt;br /&gt;
* FldObj_RuinStoneWall_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_07&lt;br /&gt;
* FldObj_RuinStoneWall_A_08&lt;br /&gt;
* FldObj_RuinStoneWall_A_09&lt;br /&gt;
* FldObj_RuinStoneWall_A_10&lt;br /&gt;
* FldObj_RuinStoneWall_A_12&lt;br /&gt;
* FldObj_RuinStoneWall_A_13&lt;br /&gt;
* FldObj_RuinStoneWall_A_13_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_20&lt;br /&gt;
* FldObj_SecretBaseHoleBrock_A_01&lt;br /&gt;
* FldObj_SkullRockMoss_Moss_A_01&lt;br /&gt;
* FldObj_SkullRockMoss_Moss_A_01_Far&lt;br /&gt;
* FldObj_SoilRockSheiker_A_L_01&lt;br /&gt;
* FldObj_SoilRockSheiker_A_M_01&lt;br /&gt;
* FldObj_SoilRockSheiker_A_S_01&lt;br /&gt;
* FldObj_SoilRockZoraVent_A_01&lt;br /&gt;
* FldObj_SoilRockZoraVent_A_01_Far&lt;br /&gt;
* FldObj_SoilRockZora_A_L_01&lt;br /&gt;
* FldObj_SoilRockZora_A_M_01&lt;br /&gt;
* FldObj_SouthCape_A_01&lt;br /&gt;
* FldObj_SouthCape_A_01_Far&lt;br /&gt;
* FldObj_SpiderMountainDebris_A_02&lt;br /&gt;
* FldObj_SpiderMountainSoil_A_01&lt;br /&gt;
* FldObj_StageGerdoBroken_A_01&lt;br /&gt;
* FldObj_StageGerdoFence_A_01&lt;br /&gt;
* FldObj_StageGerdoFlagBase_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_02&lt;br /&gt;
* FldObj_StageGerdoGate_A_01&lt;br /&gt;
* FldObj_StageGerdoLadderStep_A_01&lt;br /&gt;
* FldObj_StageGerdoLadder_A_01&lt;br /&gt;
* FldObj_StageGerdoLadder_A_02&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01_A10&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01_A30&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02_A10&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02_A30&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_03&lt;br /&gt;
* FldObj_StageGerdoRoof_S_A_01&lt;br /&gt;
* FldObj_StageGerdo_SS_A_01&lt;br /&gt;
* FldObj_StageGerdo_SS_A_02&lt;br /&gt;
* FldObj_StageGerdo_S_A_02&lt;br /&gt;
* FldObj_StageGerdo_S_A_03&lt;br /&gt;
* FldObj_StoneLodgeBroken_A_01&lt;br /&gt;
* FldObj_StreetLightGerdo_A_01&lt;br /&gt;
* FldObj_StreetLightGerdo_A_02&lt;br /&gt;
* FldObj_StreetLightGerdo_KnightDoll&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_01&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_01_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_02&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_02_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_03&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_03_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_04&lt;br /&gt;
* FldObj_TreeRootTropical_A_L_04_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_01&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_02&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_03&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_03_Far&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_04&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_05&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_06&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_07&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_08&lt;br /&gt;
* FldObj_TreeRootTropical_A_M_09&lt;br /&gt;
* FldObj_TreeRootTropical_A_S_01&lt;br /&gt;
* FldObj_TreeRootTropical_A_S_02&lt;br /&gt;
* FldObj_Windmill_A_01&lt;br /&gt;
* FldObj_Windmill_A_01_Far&lt;br /&gt;
* FldObj_Windmill_A_02&lt;br /&gt;
* FldObj_Windmill_A_02_Far&lt;br /&gt;
* FldObj_WorldEnd_A_01&lt;br /&gt;
* FldObj_WorldEnd_A_02&lt;br /&gt;
* FldObj_WorldEnd_A_03&lt;br /&gt;
* FldObj_WorldEnd_A_03_Far&lt;br /&gt;
* GamanFire&lt;br /&gt;
* GamanStand01&lt;br /&gt;
* GamanStand02&lt;br /&gt;
* Obj_BoardIron_C_01&lt;br /&gt;
* Obj_DRStoneStand&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_01&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_02&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_03&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_01&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_01_Far&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_02&lt;br /&gt;
* Obj_GerdoElevatorStep_A&lt;br /&gt;
* Obj_IcicleMountainCover_A_01&lt;br /&gt;
* Obj_IcicleMountainCover_A_01_Far&lt;br /&gt;
* Obj_IcicleMountainCover_A_02&lt;br /&gt;
* Obj_IcicleMountainCover_A_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_02&lt;br /&gt;
* Obj_IcicleMountain_A_L_02_Far&lt;br /&gt;
* Obj_IcicleMountain_A_L_03&lt;br /&gt;
* Obj_IcicleMountain_A_L_03_Far&lt;br /&gt;
* Obj_KorokPlate_A_01&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockEldin_Korok_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_Korok_A_01&lt;br /&gt;
* Obj_LiftRockWhite_100enemy&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Obj_LiftRockWhite_Korok_A_01&lt;br /&gt;
* Obj_RockDeathMt_A_L_03&lt;br /&gt;
* Obj_RockDeathMt_A_M_06&lt;br /&gt;
* Obj_RockDeathMt_C_L_03&lt;br /&gt;
* Obj_RockDeathMt_C_L_06&lt;br /&gt;
* Obj_RockDeathMt_C_L_07&lt;br /&gt;
* Obj_RockDeathMt_C_L_08&lt;br /&gt;
* Obj_RockDeathMt_D_L_01&lt;br /&gt;
* Obj_RockDeathMt_D_L_01_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_03&lt;br /&gt;
* Obj_RockDeathMt_D_L_03_Far&lt;br /&gt;
* Obj_RockDeathMt_D_L_06&lt;br /&gt;
* Obj_RockDeathMt_D_L_06_Far&lt;br /&gt;
* Obj_RockGray_A_L_01&lt;br /&gt;
* Obj_RockGray_A_L_02&lt;br /&gt;
* Obj_RockGray_A_L_03&lt;br /&gt;
* Obj_RockGray_A_M_01&lt;br /&gt;
* Obj_RockGray_A_M_03&lt;br /&gt;
* Obj_RockGray_A_M_06&lt;br /&gt;
* Obj_RockLayerMossHole_A_01&lt;br /&gt;
* Obj_RockLayerMossHole_A_01_Far&lt;br /&gt;
* Obj_RockLayerMossSet_A_01&lt;br /&gt;
* Obj_RockLayerMossSet_A_02&lt;br /&gt;
* Obj_RockLayerMossSet_A_04&lt;br /&gt;
* Obj_RockLayerMossSet_A_05&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02&lt;br /&gt;
* Obj_RockLayerMoss_A_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_03&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_04&lt;br /&gt;
* Obj_RockLayerMoss_A_LL_05&lt;br /&gt;
* Obj_RockLayerMoss_A_Tunnel_01&lt;br /&gt;
* Obj_RockLayerMoss_A_Tunnel_02&lt;br /&gt;
* Obj_RockLayerMoss_B_Cave_01&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_01&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_01_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_02&lt;br /&gt;
* Obj_RockLayerMoss_B_Cliff_02_Far&lt;br /&gt;
* Obj_RockLayerMoss_B_LL_01&lt;br /&gt;
* Obj_RockLayerMoss_B_LL_02&lt;br /&gt;
* Obj_RockLayerMoss_B_L_02&lt;br /&gt;
* Obj_RockLayerMoss_B_M_01&lt;br /&gt;
* Obj_RockLayerMoss_B_S_01&lt;br /&gt;
* Obj_RockSetDeathMt_A_02&lt;br /&gt;
* Obj_RockSetDeathMt_C_01&lt;br /&gt;
* Obj_RockSetDeathMt_C_02&lt;br /&gt;
* Obj_RockSetDeathMt_C_03&lt;br /&gt;
* Obj_RockSetDeathMt_C_04&lt;br /&gt;
* Obj_RockSetDeathMt_C_05&lt;br /&gt;
* Obj_RockSetDeathMt_Crab&lt;br /&gt;
* Obj_RockSetDeathMt_Crab_Far&lt;br /&gt;
* Obj_RockSetDeathMt_E_M_02&lt;br /&gt;
* Obj_RockSetDeathMt_F_01&lt;br /&gt;
* Obj_RockSetGray_A_02&lt;br /&gt;
* Obj_RockSetGray_A_L_01&lt;br /&gt;
* Obj_RockSetGray_A_L_02&lt;br /&gt;
* Obj_RockSetSnow_A_01&lt;br /&gt;
* Obj_RockSetSnow_A_01_Far&lt;br /&gt;
* Obj_RockSetSnow_A_02&lt;br /&gt;
* Obj_RockSetSnow_A_03&lt;br /&gt;
* Obj_RockSetSnow_A_04&lt;br /&gt;
* Obj_RockSetSnow_A_05&lt;br /&gt;
* Obj_RockSetWhite_A_L_01&lt;br /&gt;
* Obj_RockSetWhite_A_L_01_Far&lt;br /&gt;
* Obj_RockSetWhite_B_L_02&lt;br /&gt;
* Obj_RockSetWhite_B_M_01&lt;br /&gt;
* Obj_RockSetWhite_B_M_02&lt;br /&gt;
* Obj_RockSetYellow_A_01&lt;br /&gt;
* Obj_RockSetYellow_A_02&lt;br /&gt;
* Obj_RockSetYellow_A_03&lt;br /&gt;
* Obj_RockSetYellow_A_L_01&lt;br /&gt;
* Obj_RockSetYellow_A_L_01_Far&lt;br /&gt;
* Obj_RockSetYellow_A_L_02&lt;br /&gt;
* Obj_RockSetYellow_A_L_03&lt;br /&gt;
* Obj_RockSetYellow_A_L_04&lt;br /&gt;
* Obj_RockSetYellow_A_L_05&lt;br /&gt;
* Obj_RockSnow_A_01&lt;br /&gt;
* Obj_RockWhiteCover_A_L_01&lt;br /&gt;
* Obj_RockWhiteCover_A_L_01_Far&lt;br /&gt;
* Obj_RockWhite_A_L_02&lt;br /&gt;
* Obj_RockWhite_A_L_03&lt;br /&gt;
* Obj_RockWhite_B_L_01&lt;br /&gt;
* Obj_RockWhite_B_L_02&lt;br /&gt;
* Obj_RockWhite_B_L_03&lt;br /&gt;
* Obj_RockWhite_B_M_01&lt;br /&gt;
* Obj_RockWhite_B_M_02&lt;br /&gt;
* Obj_RockWhite_B_M_03&lt;br /&gt;
* Obj_RockYellow_A_L_01&lt;br /&gt;
* Obj_RockYellow_A_L_02&lt;br /&gt;
* Obj_RockYellow_A_L_03&lt;br /&gt;
* Obj_RockYellow_A_L_04&lt;br /&gt;
* Obj_RockYellow_A_L_04_Far&lt;br /&gt;
* Obj_RockZoraCoral_A_L_01&lt;br /&gt;
* Obj_RockZoraCoral_A_M_01&lt;br /&gt;
* Obj_RockZoraCoral_A_S_01&lt;br /&gt;
* Obj_StoneSetGray_A_01&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* Obj_TravelersGuardianDeity_A_02&lt;br /&gt;
* Obj_TravelersGuardianDeity_A_03&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01&lt;br /&gt;
* Obj_TreeGashamahiBase_A_01_Far&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02&lt;br /&gt;
* Obj_TreeGashamahiBase_A_02_Far&lt;br /&gt;
* Obj_TreeGashamahi_A_01&lt;br /&gt;
* Obj_TreeGashamahi_A_03&lt;br /&gt;
* Obj_TreeGashamahi_A_04&lt;br /&gt;
* Obj_TreeGashamahi_A_05&lt;br /&gt;
* Obj_TreeGiantHollow_A_01&lt;br /&gt;
* Obj_TreeGiantHollow_A_02&lt;br /&gt;
* Obj_TreeGiant_A_01&lt;br /&gt;
* Obj_WakkaRock_01&lt;br /&gt;
* Obj_WakkaRock_02&lt;br /&gt;
* RockLayerMoss_A_L_01&lt;br /&gt;
* RockLayerMoss_A_L_02&lt;br /&gt;
* RockLayerMoss_A_L_02_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_L_03&lt;br /&gt;
* RockLayerMoss_A_L_03_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_L_04&lt;br /&gt;
* RockLayerMoss_A_L_04_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_M_01&lt;br /&gt;
* RockLayerMoss_A_M_04&lt;br /&gt;
* RockLayerMoss_A_M_05&lt;br /&gt;
* RockLayerMoss_A_M_05_TwoWheels&lt;br /&gt;
* RockLayerMoss_A_S_01&lt;br /&gt;
* RockSetWhite_A_01&lt;br /&gt;
* RockSetWhite_A_02&lt;br /&gt;
* RockWhite_A_L_01&lt;br /&gt;
* RockWhite_A_M_01&lt;br /&gt;
* RockWhite_A_M_03&lt;br /&gt;
* RockWhite_A_M_04&lt;br /&gt;
* RockWhite_A_M_06&lt;br /&gt;
* RockWhite_A_S_01&lt;br /&gt;
* RockWhite_A_S_02&lt;br /&gt;
* SeekerSimbol2&lt;br /&gt;
* SeekerSimbol2_Far&lt;br /&gt;
* StoneSet_Gray_01&lt;br /&gt;
* TravelersGuardianDeity_A_01&lt;br /&gt;
* TwnObj_City_GoronRock_A_01&lt;br /&gt;
* TwnObj_City_GoronRock_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_02&lt;br /&gt;
* TwnObj_City_GoronRock_A_02_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_03&lt;br /&gt;
* TwnObj_City_GoronRock_A_03_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_04&lt;br /&gt;
* TwnObj_City_GoronRock_A_04_Far&lt;br /&gt;
* TwnObj_City_GoronRock_A_05&lt;br /&gt;
* TwnObj_City_GoronStatue_A_01&lt;br /&gt;
* TwnObj_City_GoronStatue_A_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_B_01&lt;br /&gt;
* TwnObj_City_GoronStatue_B_01_Far&lt;br /&gt;
* TwnObj_City_GoronStatue_C_01&lt;br /&gt;
* TwnObj_City_GoronStatue_C_01_Far&lt;br /&gt;
* TwnObj_FenceWood_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_Past_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_02_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_03_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_04_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_05_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_06_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_07_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_08_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_09_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_10_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_11_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_12_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_13_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_14_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_15_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_16_Far&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17&lt;br /&gt;
* TwnObj_HyruleCastleGround_Culling_A_17_Far&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_01&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_02&lt;br /&gt;
* TwnObj_HyruleCityStoneRuinDebris_A_03&lt;br /&gt;
* TwnObj_PictureQuiz_A_01&lt;br /&gt;
* TwnObj_RuinedTownBrokenBridge_A_01&lt;br /&gt;
* TwnObj_RuinedTownBrokenBridge_A_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Debris_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_Debris_B_01&lt;br /&gt;
* TwnObj_TempleOfTime_Debris_B_02&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_01&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_02&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_03&lt;br /&gt;
* TwnObj_TempleOfTime_Gate_B_04&lt;br /&gt;
* TwnObj_TempleOfTime_Steps_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_StonePavement_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_01&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_01_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_02&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_02_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_03&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_03_Far&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_04&lt;br /&gt;
* TwnObj_TempleOfTime_WallSnow_C_04_Far&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_01&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_02&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_03&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_04&lt;br /&gt;
* TwnObj_TempleOfTime_Wall_B_04_Far&lt;br /&gt;
* TwnObj_Village_IchikaraFountainRock_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_03&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_04&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_05&lt;br /&gt;
* TwnObj_Village_IchikaraHouse_DCRock_A_06&lt;br /&gt;
* TwnObj_Village_RitoBase_A_01&lt;br /&gt;
* TwnObj_Village_RitoBase_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_B_01&lt;br /&gt;
* TwnObj_Village_RitoBase_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_C_01&lt;br /&gt;
* TwnObj_Village_RitoBase_C_01_Far&lt;br /&gt;
* TwnObj_Village_RitoBase_D_01&lt;br /&gt;
* TwnObj_Village_RitoBase_D_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_A_01&lt;br /&gt;
* TwnObj_Village_RitoRock_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_B_01&lt;br /&gt;
* TwnObj_Village_RitoRock_B_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_D_01&lt;br /&gt;
* TwnObj_Village_RitoRock_D_01_Far&lt;br /&gt;
* TwnObj_Village_RitoRock_F_01&lt;br /&gt;
* TwnObj_Village_RitoRock_F_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_01&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_01_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_02&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_02_Far&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_03&lt;br /&gt;
* TwnObj_Village_SheikerCliff_A_03_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapTree || [Sheikah Slate map generation] Tree actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_PileLogs_A_01&lt;br /&gt;
* FldObj_RockLayerMossTreeBroadleaf_A_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02_Far&lt;br /&gt;
* Obj_TreeApple_A_L_01&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_02&lt;br /&gt;
* Obj_TreeBaobab_A_03&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_S_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Nest_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Set_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_02&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeDorian_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_04&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_A_LL_01&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalmJungle_A_LL_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeTropical_A_LL_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWillow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01}}&lt;br /&gt;
|-&lt;br /&gt;
| DrcMapWaterFall || [Sheikah Slate map generation] Waterfall actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DgnObj_WaterFallDungeon_A_01&lt;br /&gt;
* FldObj_WaterFallAkkare_A_01&lt;br /&gt;
* FldObj_WaterFallAkkare_A_01_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_02&lt;br /&gt;
* FldObj_WaterFallAkkare_A_02_Far&lt;br /&gt;
* FldObj_WaterFallAkkare_A_03&lt;br /&gt;
* FldObj_WaterFallAkkare_A_03_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_01&lt;br /&gt;
* FldObj_WaterFallFirst_A_01_Far&lt;br /&gt;
* FldObj_WaterFallFirst_A_02&lt;br /&gt;
* FldObj_WaterFallFirst_A_02_Far&lt;br /&gt;
* FldObj_WaterFallHateru_A_01&lt;br /&gt;
* FldObj_WaterFallHateru_A_01_Far&lt;br /&gt;
* FldObj_WaterFallHyrulePrairie_A_01&lt;br /&gt;
* FldObj_WaterFallHyrulePrairie_A_01_Far&lt;br /&gt;
* FldObj_WaterFallKakariko_A_01&lt;br /&gt;
* FldObj_WaterFallKakariko_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_01&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_02&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_03&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_03_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_01&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_01_Far&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_02&lt;br /&gt;
* FldObj_WaterFallLakeFloria_A_S_02_Far&lt;br /&gt;
* FldObj_WaterFallLakeHylia_A_01&lt;br /&gt;
* FldObj_WaterFallLakeHylia_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_01&lt;br /&gt;
* FldObj_WaterFallLanayru_A_01_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_02&lt;br /&gt;
* FldObj_WaterFallLanayru_A_02_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_03&lt;br /&gt;
* FldObj_WaterFallLanayru_A_03_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_04&lt;br /&gt;
* FldObj_WaterFallLanayru_A_04_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_05&lt;br /&gt;
* FldObj_WaterFallLanayru_A_05_Far&lt;br /&gt;
* FldObj_WaterFallLanayru_A_S_01&lt;br /&gt;
* FldObj_WaterFallLanayru_A_S_02&lt;br /&gt;
* FldObj_WaterFall_A_M_01&lt;br /&gt;
* FldObj_WaterFall_A_M_01_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_03&lt;br /&gt;
* FldObj_WaterFall_A_M_03_Far&lt;br /&gt;
* FldObj_WaterFall_A_M_04&lt;br /&gt;
* FldObj_WaterFall_A_M_04_Far&lt;br /&gt;
* FldObj_WaterFall_A_S_02&lt;br /&gt;
* FldObj_WaterFall_A_S_03&lt;br /&gt;
* FldObj_WaterPlane_A_01&lt;br /&gt;
* TwnObj_City_GerudoRiver_A_01&lt;br /&gt;
* TwnObj_City_GerudoWaterFall_A_01&lt;br /&gt;
* TwnObj_City_GerudoWaterFall_A_02&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01&lt;br /&gt;
* TwnObj_HyruleCastleGround_Water_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_01&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_01_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_02&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_02_Far&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_03&lt;br /&gt;
* TwnObj_Village_ZoraWaterFall_A_03_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGroundFade_A_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_L_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_01_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_M_02_Far&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01&lt;br /&gt;
* TwnObj_WaterFallHyruleCastleGround_A_S_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| ElectricRodSeries || Electric rod weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_062}}&lt;br /&gt;
|-&lt;br /&gt;
| FireRodSeries || Fire rod weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_060}}&lt;br /&gt;
|-&lt;br /&gt;
| FitIgnore || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BreakableRock&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* FldObj_KorokGoal_A_01&lt;br /&gt;
* FldObj_KorokTarget_A_01&lt;br /&gt;
* FldObj_Puddle_A_01&lt;br /&gt;
* Obj_KorokPot_A_01&lt;br /&gt;
* Obj_Mineral_A_01&lt;br /&gt;
* Obj_Mineral_B_01&lt;br /&gt;
* Obj_Mineral_C_01&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* RemainsWater_WeakPoint&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* RemainsWind_Barrier_A_01&lt;br /&gt;
* RemainsWind_Battery_A_01&lt;br /&gt;
* SitRemainsWind&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01_Far&lt;br /&gt;
* WallCrack}}&lt;br /&gt;
|-&lt;br /&gt;
| FitIsArtifact || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AncientBall_Kakariko&lt;br /&gt;
* Barrel&lt;br /&gt;
* BarrelBomb&lt;br /&gt;
* BarrelBomb2&lt;br /&gt;
* BarrelBomb3&lt;br /&gt;
* Barrel_100enemy&lt;br /&gt;
* BottleLetter_Levee_A_01&lt;br /&gt;
* BowlPin&lt;br /&gt;
* BowlPin_2&lt;br /&gt;
* BowlPin_2_Far&lt;br /&gt;
* BoxWater&lt;br /&gt;
* BoxWaterCancelIceMaker&lt;br /&gt;
* BrokenSnowBall&lt;br /&gt;
* DLC_ChallengeChainRing&lt;br /&gt;
* DLC_ChallengeChainRing_Last&lt;br /&gt;
* DLC_RockBall&lt;br /&gt;
* DgnObj_Battery_A_02&lt;br /&gt;
* DgnObj_DLC_ChampionsDungeonEntrance_A_01&lt;br /&gt;
* DgnObj_DungeonEntranceSP&lt;br /&gt;
* DgnObj_DungeonEntranceSP_Far&lt;br /&gt;
* DgnObj_DungeonEntrance_A_01&lt;br /&gt;
* DgnObj_DungeonEntrance_A_01_Far&lt;br /&gt;
* DgnObj_DungeonEntrance_DecalSand&lt;br /&gt;
* DgnObj_DungeonEntrance_DecalSnow&lt;br /&gt;
* DgnObj_DungeonEntrance_Moss&lt;br /&gt;
* DgnObj_EntranceElevatorSP&lt;br /&gt;
* DgnObj_EntranceElevator_A_01&lt;br /&gt;
* DgnObj_EntranceShutterSP&lt;br /&gt;
* DgnObj_EntranceShutter_A_01&lt;br /&gt;
* DgnObj_EntranceTerminalSP&lt;br /&gt;
* DgnObj_EntranceTerminal_A_01&lt;br /&gt;
* DgnObj_GoronCannonBase_A_01&lt;br /&gt;
* DgnObj_RemainsLithograghBall&lt;br /&gt;
* DgnObj_RemainsLithograghBall_AoC&lt;br /&gt;
* DgnObj_RemainsLithogragh_A_02&lt;br /&gt;
* DgnObj_RemainsLithograph_A_01&lt;br /&gt;
* DgnObj_WarpPointSP&lt;br /&gt;
* DgnObj_WarpPoint_A_01&lt;br /&gt;
* DgnScene_RemainsElec_Far&lt;br /&gt;
* DgnScene_RemainsFire_Far&lt;br /&gt;
* DgnScene_RemainsWater_Far&lt;br /&gt;
* DragonFollowRing&lt;br /&gt;
* FidObj_TorchStandOff_A_01&lt;br /&gt;
* FidObj_TorchStandOn_A_01&lt;br /&gt;
* FidObj_TorchStand_A-2&lt;br /&gt;
* FidObj_TorchStand_A_01&lt;br /&gt;
* FidObj_TorchStand_A_01_100enemy&lt;br /&gt;
* Fire_For_MapObj_S&lt;br /&gt;
* FldObj_AkkareCannon_A_01&lt;br /&gt;
* FldObj_AkkareFortBridge_A_01&lt;br /&gt;
* FldObj_AkkareFortBridge_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortBridge_A_02&lt;br /&gt;
* FldObj_AkkareFortBridge_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_01&lt;br /&gt;
* FldObj_AkkareFortParts_A_01_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_02&lt;br /&gt;
* FldObj_AkkareFortParts_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_03&lt;br /&gt;
* FldObj_AkkareFortParts_A_03_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_04&lt;br /&gt;
* FldObj_AkkareFortParts_A_04_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_05&lt;br /&gt;
* FldObj_AkkareFortParts_A_05_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_06&lt;br /&gt;
* FldObj_AkkareFortParts_A_06_Far&lt;br /&gt;
* FldObj_AkkareFortParts_A_07&lt;br /&gt;
* FldObj_AkkareFortParts_A_08&lt;br /&gt;
* FldObj_AkkareFortParts_A_08_Far&lt;br /&gt;
* FldObj_AkkareFortStairs_A_02&lt;br /&gt;
* FldObj_AkkareFortStairs_A_02_Far&lt;br /&gt;
* FldObj_AkkareFortTop_A_01&lt;br /&gt;
* FldObj_AkkareFortTop_A_02&lt;br /&gt;
* FldObj_AkkareFortTop_A_03&lt;br /&gt;
* FldObj_AkkareFortTop_A_04&lt;br /&gt;
* FldObj_AkkareFortTop_A_05&lt;br /&gt;
* FldObj_AkkareFortTop_A_06&lt;br /&gt;
* FldObj_AkkareFortTop_A_07&lt;br /&gt;
* FldObj_AkkareFortTop_A_08&lt;br /&gt;
* FldObj_AkkareFortTop_A_09&lt;br /&gt;
* FldObj_AkkareFortTop_A_10&lt;br /&gt;
* FldObj_AkkareFortTop_A_11&lt;br /&gt;
* FldObj_AkkareFortTop_A_12&lt;br /&gt;
* FldObj_AkkareFort_A_01&lt;br /&gt;
* FldObj_AkkareFort_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_A_02&lt;br /&gt;
* FldObj_AkkareFort_A_02_Far&lt;br /&gt;
* FldObj_AkkareFort_Gate_A_01&lt;br /&gt;
* FldObj_AkkareFort_Gate_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_StonePavement_A_01&lt;br /&gt;
* FldObj_AkkareFort_Table_A_01&lt;br /&gt;
* FldObj_AkkareFort_Table_A_01_Far&lt;br /&gt;
* FldObj_AkkareFort_Wall_A_02&lt;br /&gt;
* FldObj_AkkareFort_Wall_A_02_Far&lt;br /&gt;
* FldObj_AncientDebris_A_01&lt;br /&gt;
* FldObj_AncientDebris_A_02&lt;br /&gt;
* FldObj_AncientFloor_A_01&lt;br /&gt;
* FldObj_AncientPillar_A_01&lt;br /&gt;
* FldObj_AncientPillar_A_02&lt;br /&gt;
* FldObj_AncientPillar_A_03&lt;br /&gt;
* FldObj_AncientPillar_A_04&lt;br /&gt;
* FldObj_AncientSteps_A_01&lt;br /&gt;
* FldObj_ArtifactZoraCandlestick_A_01&lt;br /&gt;
* FldObj_ArtifactZoraPillar_A_01&lt;br /&gt;
* FldObj_AssassinDoor_A_01&lt;br /&gt;
* FldObj_AssassinDoor_A_02&lt;br /&gt;
* FldObj_AssassinPicture_A_01&lt;br /&gt;
* FldObj_AssassinPicture_A_02&lt;br /&gt;
* FldObj_BirdNest_A_01&lt;br /&gt;
* FldObj_BoardIron_A_01&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_01&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_01_Far&lt;br /&gt;
* FldObj_BoneGiant_BackBone_A_02&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_01&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_02&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_02_Far&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_03&lt;br /&gt;
* FldObj_BoneGiant_Rib_A_03_Far&lt;br /&gt;
* FldObj_BoneWhale_A_01&lt;br /&gt;
* FldObj_BoneWhale_A_01_Far&lt;br /&gt;
* FldObj_BoneWhale_A_02&lt;br /&gt;
* FldObj_BoneWhale_A_02_Far&lt;br /&gt;
* FldObj_BoneWhale_A_03&lt;br /&gt;
* FldObj_BoneWhale_A_03_Far&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_01&lt;br /&gt;
* FldObj_BreakableRockDeathMT_A_02&lt;br /&gt;
* FldObj_BridgeGerdoQuarry_A_01&lt;br /&gt;
* FldObj_BridgeGerdoQuarry_A_02&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_01_Far&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02&lt;br /&gt;
* FldObj_BridgeGerudoEntrance_A_02_Far&lt;br /&gt;
* FldObj_BridgeWoodForest_A_01&lt;br /&gt;
* FldObj_BridgeWoodForest_B_01&lt;br /&gt;
* FldObj_BridgeWoodWest_A_01&lt;br /&gt;
* FldObj_BridgeWoodWest_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStonePillar_B_01&lt;br /&gt;
* FldObj_BridgeZoraStonePillar_B_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStone_A_01&lt;br /&gt;
* FldObj_BridgeZoraStone_A_01_Far&lt;br /&gt;
* FldObj_BridgeZoraStone_B_01&lt;br /&gt;
* FldObj_BridgeZoraStone_B_02&lt;br /&gt;
* FldObj_BridgeZoraWoodBase_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodScaffold_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodScaffold_A_02&lt;br /&gt;
* FldObj_BridgeZoraWoodScaffold_A_03&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_01&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_02&lt;br /&gt;
* FldObj_BridgeZoraWoodThin_A_03&lt;br /&gt;
* FldObj_BuildingZoraWallStone_A_01&lt;br /&gt;
* FldObj_BuildingZoraWallStone_A_01_Far&lt;br /&gt;
* FldObj_Cart_A_01&lt;br /&gt;
* FldObj_ChainEyeBolt_A_01&lt;br /&gt;
* FldObj_Chain_A&lt;br /&gt;
* FldObj_Chain_A_02&lt;br /&gt;
* FldObj_Chain_A_03&lt;br /&gt;
* FldObj_ChampionshipBall_01&lt;br /&gt;
* FldObj_CheckPointGate&lt;br /&gt;
* FldObj_CliffSnowWall_D_27&lt;br /&gt;
* FldObj_CliffSnowWall_D_27_Far&lt;br /&gt;
* FldObj_CmnRuinFurniture_BedBroken_A_01&lt;br /&gt;
* FldObj_CmnRuinFurniture_CarpetDamaged_A_01&lt;br /&gt;
* FldObj_CmnRuinFurniture_DebrisWood_A_01&lt;br /&gt;
* FldObj_CmnRuinFurniture_DishesBroken_A_01&lt;br /&gt;
* FldObj_CmnRuinFurniture_Shelf_A_01&lt;br /&gt;
* FldObj_CmnRuinFurniture_TableBroken_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_DLC_ShootingStarCollaboration&lt;br /&gt;
* FldObj_DamagePlant_A_01&lt;br /&gt;
* FldObj_DamagePlant_A_02&lt;br /&gt;
* FldObj_DamagePlant_Challenge&lt;br /&gt;
* FldObj_DamageRock_A_01&lt;br /&gt;
* FldObj_DarkWoodsBall_01&lt;br /&gt;
* FldObj_DarkWoodsCandle&lt;br /&gt;
* FldObj_DarkWoodsCandleOn&lt;br /&gt;
* FldObj_DeathBridge_A_01&lt;br /&gt;
* FldObj_DeathBridge_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactBridge_A_03&lt;br /&gt;
* FldObj_DeathMtArtifactFence_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactFence_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactFlag_A_02_Far&lt;br /&gt;
* FldObj_DeathMtArtifactGate_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactGate_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_02&lt;br /&gt;
* FldObj_DeathMtArtifactGoronTruck_A_03&lt;br /&gt;
* FldObj_DeathMtArtifactLamp_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactPillar_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactPillar_A_01_Far&lt;br /&gt;
* FldObj_DeathMtArtifactScaffold_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactTent_A_01&lt;br /&gt;
* FldObj_DeathMtArtifactTrain_A_02&lt;br /&gt;
* FldObj_DeathMtRuinGuardian_A&lt;br /&gt;
* FldObj_DesertRuinPillar_A_01&lt;br /&gt;
* FldObj_DesertRuinPillar_A_01_Far&lt;br /&gt;
* FldObj_DesertRuinPillar_A_02&lt;br /&gt;
* FldObj_DesertRuinPillar_A_02_Far&lt;br /&gt;
* FldObj_DesertRuinWall_A_01&lt;br /&gt;
* FldObj_DesertRuinWall_A_01_Far&lt;br /&gt;
* FldObj_DesertRuin_A_01&lt;br /&gt;
* FldObj_DesertRuin_A_02&lt;br /&gt;
* FldObj_DesertRuin_A_02_Far&lt;br /&gt;
* FldObj_DesertRuin_A_03&lt;br /&gt;
* FldObj_DesertRuin_A_03_Far&lt;br /&gt;
* FldObj_DesertRuin_A_04&lt;br /&gt;
* FldObj_DesertRuin_A_05&lt;br /&gt;
* FldObj_DesertRuin_A_05_Far&lt;br /&gt;
* FldObj_DesertRuin_A_07&lt;br /&gt;
* FldObj_DesertRuin_A_07_Far&lt;br /&gt;
* FldObj_DesertRuin_A_08&lt;br /&gt;
* FldObj_DesertRuin_A_08_Far&lt;br /&gt;
* FldObj_DesertRuin_A_09&lt;br /&gt;
* FldObj_DesertRuin_A_09_Far&lt;br /&gt;
* FldObj_DesertRuin_A_10&lt;br /&gt;
* FldObj_DesertRuin_A_10_Far&lt;br /&gt;
* FldObj_DesertRuin_A_11&lt;br /&gt;
* FldObj_DesertRuin_A_11_Far&lt;br /&gt;
* FldObj_DesertRuin_A_12&lt;br /&gt;
* FldObj_DesertRuin_A_12_Far&lt;br /&gt;
* FldObj_DesertRuin_A_13&lt;br /&gt;
* FldObj_DesertRuin_A_13_Far&lt;br /&gt;
* FldObj_DesertRuin_A_14&lt;br /&gt;
* FldObj_DesertRuin_A_14_Far&lt;br /&gt;
* FldObj_DollStand&lt;br /&gt;
* FldObj_DominoStoneBase_A_L_01&lt;br /&gt;
* FldObj_DominoStoneGerdo_A_S_01&lt;br /&gt;
* FldObj_DominoStone_A_L_02&lt;br /&gt;
* FldObj_DominoStone_A_L_03&lt;br /&gt;
* FldObj_DownloadTerminalBody_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_01&lt;br /&gt;
* FldObj_DownloadTerminal_A_02&lt;br /&gt;
* FldObj_EnemyLookoutDeathMT_A_01&lt;br /&gt;
* FldObj_FallingRock_A_01&lt;br /&gt;
* FldObj_FallingRock_A_02&lt;br /&gt;
* FldObj_FallingRock_A_03&lt;br /&gt;
* FldObj_FallingRock_B_01&lt;br /&gt;
* FldObj_FallingRock_B_02&lt;br /&gt;
* FldObj_FallingRock_B_03&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01&lt;br /&gt;
* FldObj_FenceWoodDamage_A_01_NearEnemy&lt;br /&gt;
* FldObj_FirstBrokenPillar_A_01&lt;br /&gt;
* FldObj_FirstBrokenPillar_A_02&lt;br /&gt;
* FldObj_FirstShrineBedWater_A_01&lt;br /&gt;
* FldObj_FirstShrineBed_A_01&lt;br /&gt;
* FldObj_FlagChallengeGoal_A&lt;br /&gt;
* FldObj_FlagLarge_A_01&lt;br /&gt;
* FldObj_FlagLarge_A_02&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01&lt;br /&gt;
* FldObj_FlightTrainingTower_A_01_Far&lt;br /&gt;
* FldObj_ForestCandle_01&lt;br /&gt;
* FldObj_FourJewelBall_A_01&lt;br /&gt;
* FldObj_FourJewelBall_A_02&lt;br /&gt;
* FldObj_FourJewelBall_A_03&lt;br /&gt;
* FldObj_FourJewelBall_A_04&lt;br /&gt;
* FldObj_GanonBeast_BattleAreaLine_A_01&lt;br /&gt;
* FldObj_GateGerudoDesert_A_01&lt;br /&gt;
* FldObj_GateGerudoDesert_A_01_Far&lt;br /&gt;
* FldObj_GateGerudoDesert_A_02&lt;br /&gt;
* FldObj_GateGerudoDesert_A_02_Far&lt;br /&gt;
* FldObj_GerdoQuarryTent_A_01&lt;br /&gt;
* FldObj_GerudoGarbage_A_01&lt;br /&gt;
* FldObj_GerudoSecrerBaseRoot_A_01&lt;br /&gt;
* FldObj_GerudoSecrerBaseRoot_A_02&lt;br /&gt;
* FldObj_GiantBrotherBall_01&lt;br /&gt;
* FldObj_GiantBrotherBall_02&lt;br /&gt;
* FldObj_GiantBrotherBall_03&lt;br /&gt;
* FldObj_GoalGate&lt;br /&gt;
* FldObj_GoronCannonBall_A_01&lt;br /&gt;
* FldObj_GoronCannonBall_YunBo&lt;br /&gt;
* FldObj_GoronCannonSwitch_A_01&lt;br /&gt;
* FldObj_GoronCannon_A_01&lt;br /&gt;
* FldObj_GoronCannon_YunBo&lt;br /&gt;
* FldObj_GoronCannon_YunBo_60&lt;br /&gt;
* FldObj_HangedLamp_A&lt;br /&gt;
* FldObj_HangedLamp_A_100enemy&lt;br /&gt;
* FldObj_HorseRaceFence_A_01&lt;br /&gt;
* FldObj_HugeMazeFence_A_01&lt;br /&gt;
* FldObj_HugeMazeGround_B_01&lt;br /&gt;
* FldObj_HugeMazeGround_B_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_02&lt;br /&gt;
* FldObj_HugeMazeGround_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_03&lt;br /&gt;
* FldObj_HugeMazeGround_B_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_B_04&lt;br /&gt;
* FldObj_HugeMazeGround_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_01&lt;br /&gt;
* FldObj_HugeMazeGround_C_01_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_02&lt;br /&gt;
* FldObj_HugeMazeGround_C_02_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_03&lt;br /&gt;
* FldObj_HugeMazeGround_C_03_Far&lt;br /&gt;
* FldObj_HugeMazeGround_C_04&lt;br /&gt;
* FldObj_HugeMazeGround_C_04_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_A_01&lt;br /&gt;
* FldObj_HugeMazeLadder_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeLadder_Top_A_01&lt;br /&gt;
* FldObj_HugeMazeLadder_Top_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeRoof_B_02&lt;br /&gt;
* FldObj_HugeMazeRoof_B_02_Far&lt;br /&gt;
* FldObj_HugeMazeRoof_B_04&lt;br /&gt;
* FldObj_HugeMazeRoof_B_04_Far&lt;br /&gt;
* FldObj_HugeMazeTorchStand_A_01&lt;br /&gt;
* FldObj_HugeMazeWall_A_01&lt;br /&gt;
* FldObj_HugeMazeWall_A_01_Far&lt;br /&gt;
* FldObj_HugeMazeWall_A_02&lt;br /&gt;
* FldObj_HugeMazeWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinBalanceBeam_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinDebris_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinGate_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinHouse_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookoutSmall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinLookout_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinRightAngleWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_01_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_02_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_03_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_04_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_05_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_06_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07&lt;br /&gt;
* FldObj_HyliaStoneRuinStraightWall_A_07_Far&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01&lt;br /&gt;
* FldObj_HyliaStoneRuinTower_A_01_Far&lt;br /&gt;
* FldObj_HyliaWoodRuinBeam_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinCart_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinDebris_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinShelter_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinStair_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinTunnel_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinWall_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinWell_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinboard_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinboard_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_01&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_02&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_03&lt;br /&gt;
* FldObj_HyliaWoodRuinburn_A_04&lt;br /&gt;
* FldObj_HyruleFountain_A_02&lt;br /&gt;
* FldObj_HyrulePrairieRock_A_02&lt;br /&gt;
* FldObj_KnightDollMini_01&lt;br /&gt;
* FldObj_KnightDollMini_02&lt;br /&gt;
* FldObj_KnightDollMini_03&lt;br /&gt;
* FldObj_KnightDollMini_04&lt;br /&gt;
* FldObj_KnightDollMini_05&lt;br /&gt;
* FldObj_KnightDollMini_06&lt;br /&gt;
* FldObj_KnightDollMini_07&lt;br /&gt;
* FldObj_KnightDoll_01&lt;br /&gt;
* FldObj_KnightDoll_02&lt;br /&gt;
* FldObj_KnightDoll_03&lt;br /&gt;
* FldObj_KnightDoll_04&lt;br /&gt;
* FldObj_KnightDoll_05&lt;br /&gt;
* FldObj_KnightDoll_06&lt;br /&gt;
* FldObj_KnightDoll_07&lt;br /&gt;
* FldObj_KorokGoal_A_01&lt;br /&gt;
* FldObj_KorokPinwheel_A_01&lt;br /&gt;
* FldObj_KorokStake_A_01&lt;br /&gt;
* FldObj_KorokStartingBlock_A_01&lt;br /&gt;
* FldObj_KorokStone_A_01&lt;br /&gt;
* FldObj_KorokTarget_A_01&lt;br /&gt;
* FldObj_KorokWell_A_01&lt;br /&gt;
* FldObj_LookOutForlorn_A_01&lt;br /&gt;
* FldObj_LookOutForlorn_A_01_Far&lt;br /&gt;
* FldObj_MacuseIsekiBall_01&lt;br /&gt;
* FldObj_Magnetic_Fld_01&lt;br /&gt;
* FldObj_MapTowerDemo_A_02&lt;br /&gt;
* FldObj_MapTowerLong_A_01&lt;br /&gt;
* FldObj_MapTowerLong_A_01_Far&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01&lt;br /&gt;
* FldObj_MapTowerStairWood_A_01_Far&lt;br /&gt;
* FldObj_MapTowerWingBefore_A_01&lt;br /&gt;
* FldObj_MapTower_A_01&lt;br /&gt;
* FldObj_MapTower_A_01_Far&lt;br /&gt;
* FldObj_NakedIslandBall_01&lt;br /&gt;
* FldObj_NakedIslandBall_02&lt;br /&gt;
* FldObj_NakedIslandBall_03&lt;br /&gt;
* FldObj_OblivionValleyFloor_A_01&lt;br /&gt;
* FldObj_OblivionValleyFloor_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyPartition_A_01&lt;br /&gt;
* FldObj_OblivionValleyPartition_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyPillar_A_01&lt;br /&gt;
* FldObj_OblivionValleyPillar_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_A_01&lt;br /&gt;
* FldObj_OblivionValleyWall_A_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_A_02&lt;br /&gt;
* FldObj_OblivionValleyWall_A_02_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_B_01&lt;br /&gt;
* FldObj_OblivionValleyWall_B_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_01&lt;br /&gt;
* FldObj_OblivionValleyWall_C_01_Far&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02&lt;br /&gt;
* FldObj_OblivionValleyWall_C_02_Far&lt;br /&gt;
* FldObj_PlayerChapelPillar_B_01&lt;br /&gt;
* FldObj_Puddle_A_01&lt;br /&gt;
* FldObj_PushRockIron_A_M_01&lt;br /&gt;
* FldObj_PushRock_A_M_01&lt;br /&gt;
* FldObj_PushRock_Korok&lt;br /&gt;
* FldObj_RanchRuin_Barn_A_01&lt;br /&gt;
* FldObj_RanchRuin_Fence_A_01&lt;br /&gt;
* FldObj_RanchRuin_Fence_A_02&lt;br /&gt;
* FldObj_RanchRuin_Gate_A_01&lt;br /&gt;
* FldObj_RanchRuin_RestStation_A_01&lt;br /&gt;
* FldObj_RanchRuin_Silo_A_01&lt;br /&gt;
* FldObj_RanchRuin_Silo_A_01_Far&lt;br /&gt;
* FldObj_RecipePoster_A_00&lt;br /&gt;
* FldObj_RecipePoster_A_01&lt;br /&gt;
* FldObj_RecipePoster_A_02&lt;br /&gt;
* FldObj_RecipePoster_A_03&lt;br /&gt;
* FldObj_RecipePoster_A_04&lt;br /&gt;
* FldObj_RecipePoster_A_05&lt;br /&gt;
* FldObj_RecipePoster_A_06&lt;br /&gt;
* FldObj_RecipePoster_A_07&lt;br /&gt;
* FldObj_RecipePoster_A_08&lt;br /&gt;
* FldObj_RecipePoster_A_09&lt;br /&gt;
* FldObj_RecipePoster_A_10&lt;br /&gt;
* FldObj_RecipePoster_A_11&lt;br /&gt;
* FldObj_RecipePoster_A_12&lt;br /&gt;
* FldObj_RecipePoster_A_13&lt;br /&gt;
* FldObj_RecipePoster_A_14&lt;br /&gt;
* FldObj_RemainsFancierBall_01&lt;br /&gt;
* FldObj_RuinGuardianSandArm_A_01&lt;br /&gt;
* FldObj_RuinGuardianSandArm_A_02&lt;br /&gt;
* FldObj_RuinGuardianSandArm_A_03&lt;br /&gt;
* FldObj_RuinGuardianSandArm_A_04&lt;br /&gt;
* FldObj_RuinGuardianSand_A_01&lt;br /&gt;
* FldObj_RuinGuardianSand_A_Dynamic&lt;br /&gt;
* FldObj_RuinGuardianSnowArm_A_01&lt;br /&gt;
* FldObj_RuinGuardianSnowArm_A_02&lt;br /&gt;
* FldObj_RuinGuardianSnowArm_A_03&lt;br /&gt;
* FldObj_RuinGuardianSnowArm_A_04&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_01&lt;br /&gt;
* FldObj_RuinGuardianSnow_A_Dynamic&lt;br /&gt;
* FldObj_RuinStatueBoar_A_01&lt;br /&gt;
* FldObj_RuinStatueDragon_A_01&lt;br /&gt;
* FldObj_RuinStatueDragon_A_02&lt;br /&gt;
* FldObj_RuinStatueDragon_A_03&lt;br /&gt;
* FldObj_RuinStatueDragon_A_04&lt;br /&gt;
* FldObj_RuinStatueDragon_A_05&lt;br /&gt;
* FldObj_RuinStatueDragon_A_05_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_01&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_02&lt;br /&gt;
* FldObj_RuinStatueKnightSword_A_02_Far&lt;br /&gt;
* FldObj_RuinStatueKnightSword_B_01&lt;br /&gt;
* FldObj_RuinStatueKnight_A_01&lt;br /&gt;
* FldObj_RuinStatueKnight_A_01_Far&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01_Far&lt;br /&gt;
* FldObj_RuinStatueOwl_A_01&lt;br /&gt;
* FldObj_RuinStatueOwl_A_02&lt;br /&gt;
* FldObj_RuinStonePillar_A_01&lt;br /&gt;
* FldObj_RuinStonePillar_A_02&lt;br /&gt;
* FldObj_RuinStonePillar_A_03&lt;br /&gt;
* FldObj_RuinStonePillar_A_04&lt;br /&gt;
* FldObj_RuinStonePillar_A_05&lt;br /&gt;
* FldObj_RuinStonePillar_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_01&lt;br /&gt;
* FldObj_RuinStoneWall_A_02&lt;br /&gt;
* FldObj_RuinStoneWall_A_03&lt;br /&gt;
* FldObj_RuinStoneWall_A_03_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_04&lt;br /&gt;
* FldObj_RuinStoneWall_A_05&lt;br /&gt;
* FldObj_RuinStoneWall_A_06&lt;br /&gt;
* FldObj_RuinStoneWall_A_07&lt;br /&gt;
* FldObj_RuinStoneWall_A_08&lt;br /&gt;
* FldObj_RuinStoneWall_A_09&lt;br /&gt;
* FldObj_RuinStoneWall_A_10&lt;br /&gt;
* FldObj_RuinStoneWall_A_11&lt;br /&gt;
* FldObj_RuinStoneWall_A_12&lt;br /&gt;
* FldObj_RuinStoneWall_A_13&lt;br /&gt;
* FldObj_RuinStoneWall_A_13_Far&lt;br /&gt;
* FldObj_RuinStoneWall_A_20&lt;br /&gt;
* FldObj_ScaffoldIronBroken_A_01&lt;br /&gt;
* FldObj_ScaffoldIronDeathMT_A_01&lt;br /&gt;
* FldObj_SearchStone_A_01&lt;br /&gt;
* FldObj_SearchStone_A_02&lt;br /&gt;
* FldObj_SearchStone_A_03&lt;br /&gt;
* FldObj_SearchStone_A_04&lt;br /&gt;
* FldObj_SheepFence_A_01&lt;br /&gt;
* FldObj_ShootingStar&lt;br /&gt;
* FldObj_SignboardStone_A_01&lt;br /&gt;
* FldObj_SignboardStone_Macuse&lt;br /&gt;
* FldObj_SignboardStone_giant&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_01_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_A_02_Stump&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Stump&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* FldObj_SkullRockBroken_B_01&lt;br /&gt;
* FldObj_SkullRockDeathMT_A_01&lt;br /&gt;
* FldObj_SnowBallDoor_A_02&lt;br /&gt;
* FldObj_SnowBallDoor_A_03&lt;br /&gt;
* FldObj_SnowBallDoor_A_03_Far&lt;br /&gt;
* FldObj_SnowBallGate_A_01&lt;br /&gt;
* FldObj_SnowBallGate_A_01_Far&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_01&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_02&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_03&lt;br /&gt;
* FldObj_SnowHyliaWoodRuin_A_04&lt;br /&gt;
* FldObj_StableHostelWoodDeck_A_01&lt;br /&gt;
* FldObj_StageGerdoBroken_A_01&lt;br /&gt;
* FldObj_StageGerdoFence_A_01&lt;br /&gt;
* FldObj_StageGerdoFlagBase_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_01&lt;br /&gt;
* FldObj_StageGerdoFlags_A_02&lt;br /&gt;
* FldObj_StageGerdoGate_A_01&lt;br /&gt;
* FldObj_StageGerdoLadderStep_A_01&lt;br /&gt;
* FldObj_StageGerdoLadder_A_01&lt;br /&gt;
* FldObj_StageGerdoLadder_A_02&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01_A10&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_01_A30&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02_A10&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_02_A30&lt;br /&gt;
* FldObj_StageGerdoNarrow_A_03&lt;br /&gt;
* FldObj_StageGerdoRoof_S_A_01&lt;br /&gt;
* FldObj_StageGerdo_SS_A_01&lt;br /&gt;
* FldObj_StageGerdo_SS_A_02&lt;br /&gt;
* FldObj_StageGerdo_S_A_02&lt;br /&gt;
* FldObj_StageGerdo_S_A_03&lt;br /&gt;
* FldObj_StartGate&lt;br /&gt;
* FldObj_StartGate_Far&lt;br /&gt;
* FldObj_StoneLodgeBroken_A_01&lt;br /&gt;
* FldObj_StreetLightGerdo_A_01&lt;br /&gt;
* FldObj_StreetLightGerdo_A_02&lt;br /&gt;
* FldObj_StreetLightGerdo_KnightDoll&lt;br /&gt;
* FldObj_Terminal_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Bed_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Mark_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Tent_A_01&lt;br /&gt;
* FldObj_VolcanicBomb_A_01&lt;br /&gt;
* FldObj_VolcanicBomb_Field&lt;br /&gt;
* FldObj_WindmillWheel_A_01&lt;br /&gt;
* FldObj_WindmillWheel_A_02&lt;br /&gt;
* FldObj_Windmill_A_01&lt;br /&gt;
* FldObj_Windmill_A_01_Far&lt;br /&gt;
* FldObj_Windmill_A_02&lt;br /&gt;
* FldObj_Windmill_A_02_Far&lt;br /&gt;
* GamanFire&lt;br /&gt;
* GamanStand01&lt;br /&gt;
* GamanStand02&lt;br /&gt;
* IceBlock&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;
* 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_01&lt;br /&gt;
* Kibako_Contain_100enemy&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_000&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_001&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_002&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_003&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_005&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_006&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_007&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_008&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_009&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_010&lt;br /&gt;
* Npc_Shiekah_Artist_Easel_011&lt;br /&gt;
* Obj_BarrelOld_A_01&lt;br /&gt;
* Obj_BoardIron_A_01&lt;br /&gt;
* Obj_BoardIron_C_01&lt;br /&gt;
* Obj_BoxIron_A_M_01&lt;br /&gt;
* Obj_BoxIron_MtDeath&lt;br /&gt;
* Obj_BreakBoxIron&lt;br /&gt;
* Obj_BreakBoxIron_100enemy&lt;br /&gt;
* Obj_CursedStatue&lt;br /&gt;
* Obj_DRStoneStand&lt;br /&gt;
* Obj_DragonShutter&lt;br /&gt;
* Obj_EyeBolt_A_01&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_01&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_02&lt;br /&gt;
* Obj_FloorSetAncientTiles_A_03&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_01&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_01_Far&lt;br /&gt;
* Obj_GerdoElevatorFrame_A_02&lt;br /&gt;
* Obj_GerdoElevatorStep_A&lt;br /&gt;
* Obj_HideBarrel&lt;br /&gt;
* Obj_KorokIronRock_A_01&lt;br /&gt;
* Obj_KorokPlate_A_01&lt;br /&gt;
* Obj_KorokPot_A_01&lt;br /&gt;
* Obj_MarkForFindingBird&lt;br /&gt;
* Obj_PodiumRock&lt;br /&gt;
* Obj_PodiumRock_Far&lt;br /&gt;
* Obj_RaftWoodSail_A_S_01&lt;br /&gt;
* Obj_RaftWood_A_S_02&lt;br /&gt;
* Obj_RingParachute_A_01&lt;br /&gt;
* Obj_RockBroken_A_02&lt;br /&gt;
* Obj_RockCover&lt;br /&gt;
* Obj_StartPointShutter&lt;br /&gt;
* Obj_StartPointShutterFrame&lt;br /&gt;
* Obj_StartPointShutterFrame_B&lt;br /&gt;
* Obj_StartPointShutter_B&lt;br /&gt;
* Obj_SweepCollision&lt;br /&gt;
* Obj_ThunderRock&lt;br /&gt;
* Obj_TravelersGuardianDeity_A_02&lt;br /&gt;
* Obj_TravelersGuardianDeity_A_03&lt;br /&gt;
* Pot&lt;br /&gt;
* RemainsElectric&lt;br /&gt;
* RemainsElectric_Far&lt;br /&gt;
* RemainsElectric_WeakPoint&lt;br /&gt;
* RemainsFire&lt;br /&gt;
* RemainsFire_Drone_A_01&lt;br /&gt;
* RemainsFire_Far&lt;br /&gt;
* RemainsWater&lt;br /&gt;
* RemainsWater_Far&lt;br /&gt;
* RemainsWater_WeakPoint&lt;br /&gt;
* RemainsWind&lt;br /&gt;
* RemainsWind_Barrier_A_01&lt;br /&gt;
* RemainsWind_Battery_A_01&lt;br /&gt;
* RemainsWind_Far&lt;br /&gt;
* RockBall&lt;br /&gt;
* Rope&lt;br /&gt;
* RopeWire&lt;br /&gt;
* RopeWire_DemoCalc&lt;br /&gt;
* Rope_OctarockBalloon&lt;br /&gt;
* SeekerSimbol2&lt;br /&gt;
* SeekerSimbol2_Far&lt;br /&gt;
* SitRemainsElec&lt;br /&gt;
* SitRemainsElec_Far&lt;br /&gt;
* SitRemainsFire&lt;br /&gt;
* SitRemainsFire_Far&lt;br /&gt;
* SitRemainsWater&lt;br /&gt;
* SitRemainsWater_Far&lt;br /&gt;
* SitRemainsWind&lt;br /&gt;
* SnowBowl&lt;br /&gt;
* Strange_Beacon_CookSet&lt;br /&gt;
* TBox_Field_Enemy&lt;br /&gt;
* TBox_Field_Gamble&lt;br /&gt;
* TBox_Field_Iron&lt;br /&gt;
* TBox_Field_Iron_GodTree&lt;br /&gt;
* TBox_Field_Iron_NoReaction&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Aoc_long&lt;br /&gt;
* TBox_Field_Iron_NoReaction_Collabo&lt;br /&gt;
* TBox_Field_Iron_Sandworm&lt;br /&gt;
* TBox_Field_Iron_SandwormR&lt;br /&gt;
* TBox_Field_Stone&lt;br /&gt;
* TBox_Field_Stone_NoReaction&lt;br /&gt;
* TBox_Field_Wood&lt;br /&gt;
* TravelersGuardianDeity_A_01&lt;br /&gt;
* TreasureSpot_00&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_AncientReactor_A_01&lt;br /&gt;
* TwnObj_AncientReactor_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinArch_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinPillar_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinSet_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_01_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_02_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_03_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_04_Far&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05&lt;br /&gt;
* TwnObj_BrownStoneRuinWall_A_05_Far&lt;br /&gt;
* TwnObj_DemonStatue_A_01&lt;br /&gt;
* TwnObj_FenceWood_A_01&lt;br /&gt;
* TwnObj_GanonCocoonBreak_A_01&lt;br /&gt;
* TwnObj_GanonCocoonTop_A_01&lt;br /&gt;
* TwnObj_GanonCocoon_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Generator_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_02&lt;br /&gt;
* TwnObj_GoddesStatue_A_03&lt;br /&gt;
* TwnObj_GoddesStatue_A_10&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_A_01_Far&lt;br /&gt;
* TwnObj_HyruleCastleAncientPole_Past_A_01&lt;br /&gt;
* TwnObj_HyruleCityBridge_A_01&lt;br /&gt;
* TwnObj_HyruleCityBridge_A_01_Far&lt;br /&gt;
* TwnObj_PictureQuiz_A_01&lt;br /&gt;
* TwnObj_SmallOasisCrowsNest_A_01&lt;br /&gt;
* TwnObj_SuperGoddesStatue_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStair_A_01&lt;br /&gt;
* TwnObj_TempleOfTime_GrandStair_A_01_Far&lt;br /&gt;
* TwnObj_Village_KorokTreeLeaf_LL_A_02&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01&lt;br /&gt;
* VolcanoEruption&lt;br /&gt;
* VolcanoEruptionField&lt;br /&gt;
* WallCrack&lt;br /&gt;
* WoodBall_Golf&lt;br /&gt;
* YabusameBow&lt;br /&gt;
* YabusameMato&lt;br /&gt;
* YabusameTarget}}&lt;br /&gt;
|-&lt;br /&gt;
| FitNormal || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* FldObj_TravelerTrace_Bed_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Branch_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Garbage_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Ground_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Mark_A_01&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_KorokColor_A_01&lt;br /&gt;
* Obj_Plant_Korok_A_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_M_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_S_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C}}&lt;br /&gt;
|-&lt;br /&gt;
| FitTerrain || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Bear_A&lt;br /&gt;
* Animal_Bear_B&lt;br /&gt;
* Animal_Boar_A&lt;br /&gt;
* Animal_Boar_B&lt;br /&gt;
* Animal_Boar_C&lt;br /&gt;
* Animal_Bull_A&lt;br /&gt;
* Animal_Cassowary_A&lt;br /&gt;
* Animal_Cow_A&lt;br /&gt;
* Animal_Crow_A&lt;br /&gt;
* Animal_Deer_A&lt;br /&gt;
* Animal_Deer_C&lt;br /&gt;
* Animal_Doe_A&lt;br /&gt;
* Animal_Dog_A&lt;br /&gt;
* Animal_Dog_B&lt;br /&gt;
* Animal_Dog_C&lt;br /&gt;
* Animal_Donkey_B&lt;br /&gt;
* Animal_Donkey_C&lt;br /&gt;
* Animal_Elk_A&lt;br /&gt;
* Animal_Fox_A&lt;br /&gt;
* Animal_Fox_B&lt;br /&gt;
* Animal_Goat_A&lt;br /&gt;
* Animal_Goat_B&lt;br /&gt;
* Animal_Heron_A&lt;br /&gt;
* Animal_Heron_B&lt;br /&gt;
* Animal_Horse_A&lt;br /&gt;
* Animal_Kokko_A&lt;br /&gt;
* Animal_Kokko_B&lt;br /&gt;
* Animal_LittleBird_A&lt;br /&gt;
* Animal_LittleBird_B&lt;br /&gt;
* Animal_LittleBird_C&lt;br /&gt;
* Animal_LittleBird_D&lt;br /&gt;
* Animal_LittleBird_E&lt;br /&gt;
* Animal_LittleBird_F&lt;br /&gt;
* Animal_Pigeon_A&lt;br /&gt;
* Animal_Pigeon_B&lt;br /&gt;
* Animal_Ptarmigan_A&lt;br /&gt;
* Animal_Ptarmigan_B&lt;br /&gt;
* Animal_Rhino_A&lt;br /&gt;
* Animal_RupeeRabbit_A&lt;br /&gt;
* Animal_Sheep_A&lt;br /&gt;
* Animal_Squirrel_A&lt;br /&gt;
* Animal_Sunazarashi_A&lt;br /&gt;
* Animal_WildGoat_A&lt;br /&gt;
* Animal_Wolf_A&lt;br /&gt;
* Animal_Wolf_B&lt;br /&gt;
* Animal_Wolf_C&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior&lt;br /&gt;
* Enemy_Bokoblin_Bone_Junior_AllDay&lt;br /&gt;
* Enemy_Bokoblin_Dark&lt;br /&gt;
* Enemy_Bokoblin_Gold&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Junior_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_Ambush&lt;br /&gt;
* Enemy_Bokoblin_Guard_Middle_TreeHouseTop&lt;br /&gt;
* Enemy_Bokoblin_Junior&lt;br /&gt;
* Enemy_Bokoblin_Middle&lt;br /&gt;
* Enemy_Bokoblin_Senior&lt;br /&gt;
* Enemy_Chuchu_Electric_Junior&lt;br /&gt;
* Enemy_Chuchu_Electric_Middle&lt;br /&gt;
* Enemy_Chuchu_Electric_Senior&lt;br /&gt;
* Enemy_Chuchu_Fire_Junior&lt;br /&gt;
* Enemy_Chuchu_Fire_Middle&lt;br /&gt;
* Enemy_Chuchu_Fire_Senior&lt;br /&gt;
* Enemy_Chuchu_Ice_Junior&lt;br /&gt;
* Enemy_Chuchu_Ice_Middle&lt;br /&gt;
* Enemy_Chuchu_Ice_Senior&lt;br /&gt;
* Enemy_Chuchu_Junior&lt;br /&gt;
* Enemy_Chuchu_Middle&lt;br /&gt;
* Enemy_Chuchu_Senior&lt;br /&gt;
* Enemy_Golem_Little&lt;br /&gt;
* Enemy_Golem_Little_Fire&lt;br /&gt;
* Enemy_Golem_Little_Ice&lt;br /&gt;
* Enemy_Lizalfos_Bone_Junior&lt;br /&gt;
* Enemy_Lynel_Dark&lt;br /&gt;
* Enemy_Lynel_Gold&lt;br /&gt;
* Enemy_Lynel_Junior&lt;br /&gt;
* Enemy_Lynel_Junior_Mountain&lt;br /&gt;
* Enemy_Lynel_Middle&lt;br /&gt;
* Enemy_Lynel_Senior&lt;br /&gt;
* Enemy_Moriblin_Bone_Junior&lt;br /&gt;
* Enemy_Moriblin_Dark&lt;br /&gt;
* Enemy_Moriblin_Gold&lt;br /&gt;
* Enemy_Moriblin_Junior&lt;br /&gt;
* Enemy_Moriblin_Middle&lt;br /&gt;
* Enemy_Moriblin_Senior&lt;br /&gt;
* Enemy_Moriblin_Senior_Volcano&lt;br /&gt;
* Enemy_Octarock_Desert&lt;br /&gt;
* Enemy_Octarock_Forest&lt;br /&gt;
* Enemy_Octarock_Snow&lt;br /&gt;
* Enemy_Octarock_Stone&lt;br /&gt;
* FldObj_DarkWoodsCandle&lt;br /&gt;
* FldObj_DarkWoodsCandleOn&lt;br /&gt;
* FldObj_ScaffoldWood_B_02&lt;br /&gt;
* FldObj_ScaffoldWood_B_02_Far&lt;br /&gt;
* FldObj_TravelerTrace_Bed_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Branch_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Garbage_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Ground_A_01&lt;br /&gt;
* FldObj_TravelerTrace_Mark_A_01&lt;br /&gt;
* HorsePlacmentAnchor&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q&lt;br /&gt;
* Obj_BalloonFlower_A_01&lt;br /&gt;
* Obj_BalloonFlower_B_01&lt;br /&gt;
* Obj_CornFlower_A_01&lt;br /&gt;
* Obj_CornFlower_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_01&lt;br /&gt;
* Obj_FlowerAlpine_A_02&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_A_Snow_02&lt;br /&gt;
* Obj_FlowerAlpine_B_01&lt;br /&gt;
* Obj_FlowerAlpine_B_01_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_02&lt;br /&gt;
* Obj_FlowerAlpine_B_02_Demo&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_01&lt;br /&gt;
* Obj_FlowerAlpine_B_Snow_02&lt;br /&gt;
* Obj_FlowerAmazonLily_A_01&lt;br /&gt;
* Obj_FlowerAmazonLily_B_01&lt;br /&gt;
* Obj_FlowerAmazonLily_L_01&lt;br /&gt;
* Obj_FlowerBalsam_A_01&lt;br /&gt;
* Obj_FlowerButterbur_A&lt;br /&gt;
* Obj_FlowerButterbur_A_02&lt;br /&gt;
* Obj_FlowerCover_A_01&lt;br /&gt;
* Obj_FlowerFluff_A_01&lt;br /&gt;
* Obj_FlowerFluff_B_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_01&lt;br /&gt;
* Obj_FlowerForgetMeNot_A_02&lt;br /&gt;
* Obj_FlowerImpatiens_B_01&lt;br /&gt;
* Obj_FlowerIris_A_01&lt;br /&gt;
* Obj_FlowerIris_A_02&lt;br /&gt;
* Obj_FlowerIris_B_01&lt;br /&gt;
* Obj_FlowerIris_B_02&lt;br /&gt;
* Obj_FlowerLupinus_A&lt;br /&gt;
* Obj_FlowerLupinus_B&lt;br /&gt;
* Obj_FlowerLupinus_C&lt;br /&gt;
* Obj_FlowerMarguerite_A_01&lt;br /&gt;
* Obj_FlowerMarguerite_A_02&lt;br /&gt;
* Obj_FlowerMarguerite_B_01&lt;br /&gt;
* Obj_FlowerMarguerite_B_02&lt;br /&gt;
* Obj_FlowerNarcissus_A_01&lt;br /&gt;
* Obj_FlowerNarcissus_A_02&lt;br /&gt;
* Obj_FlowerNarcissus_B_01&lt;br /&gt;
* Obj_FlowerOrchid_A_01&lt;br /&gt;
* Obj_FlowerOrchid_B_01&lt;br /&gt;
* Obj_FlowerPrincess_A_Demo_03&lt;br /&gt;
* Obj_FlowerRugosaRose_A&lt;br /&gt;
* Obj_FlowerRugosaRose_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_01&lt;br /&gt;
* Obj_FlowerSpringStar_A_02&lt;br /&gt;
* Obj_FlowerSpringStar_A_03&lt;br /&gt;
* Obj_FlowerVolcano_A_01&lt;br /&gt;
* Obj_FlowerVolcano_A_02&lt;br /&gt;
* Obj_FlowerWhite_A&lt;br /&gt;
* Obj_FlowerWhite_A_02&lt;br /&gt;
* Obj_FlowerWhite_B&lt;br /&gt;
* Obj_FlowerWhite_B_02&lt;br /&gt;
* Obj_HideBarrel&lt;br /&gt;
* Obj_PlantCamelliaLeaf_A&lt;br /&gt;
* Obj_PlantVolcano_A_01&lt;br /&gt;
* Obj_Plant_Agave_A_01&lt;br /&gt;
* Obj_Plant_Agave_B_01&lt;br /&gt;
* Obj_Plant_Agave_B_02&lt;br /&gt;
* Obj_Plant_Agave_C_01&lt;br /&gt;
* Obj_Plant_Agave_C_02&lt;br /&gt;
* Obj_Plant_Agave_D_01&lt;br /&gt;
* Obj_Plant_BushWeed_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_01&lt;br /&gt;
* Obj_Plant_CypressLow_A_02&lt;br /&gt;
* Obj_Plant_CypressLow_B_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_01&lt;br /&gt;
* Obj_Plant_FlowerSucculent_A_02&lt;br /&gt;
* Obj_Plant_FlowerSucculent_B_01&lt;br /&gt;
* Obj_Plant_Foxtailgrass_A&lt;br /&gt;
* Obj_Plant_Heliconia_A_01&lt;br /&gt;
* Obj_Plant_Heliconia_B_01&lt;br /&gt;
* Obj_Plant_HopBush_A_01&lt;br /&gt;
* Obj_Plant_HopBush_A_02&lt;br /&gt;
* Obj_Plant_HopBush_A_03&lt;br /&gt;
* Obj_Plant_HopBush_B_01&lt;br /&gt;
* Obj_Plant_HopBush_C_01&lt;br /&gt;
* Obj_Plant_HopBush_C_02&lt;br /&gt;
* Obj_Plant_HopBush_C_03&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_01&lt;br /&gt;
* Obj_Plant_HopBush_C_Snow_02&lt;br /&gt;
* Obj_Plant_HopBush_D_01&lt;br /&gt;
* Obj_Plant_HopBush_D_02&lt;br /&gt;
* Obj_Plant_Juniperus_A&lt;br /&gt;
* Obj_Plant_Juniperus_A_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_A_Red&lt;br /&gt;
* Obj_Plant_Juniperus_A_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_A_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_B&lt;br /&gt;
* Obj_Plant_Juniperus_B_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_B_Red&lt;br /&gt;
* Obj_Plant_Juniperus_B_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_B_Yellow&lt;br /&gt;
* Obj_Plant_Juniperus_C&lt;br /&gt;
* Obj_Plant_Juniperus_C_Gray&lt;br /&gt;
* Obj_Plant_Juniperus_C_Red&lt;br /&gt;
* Obj_Plant_Juniperus_C_Snow&lt;br /&gt;
* Obj_Plant_Juniperus_C_Yellow&lt;br /&gt;
* Obj_Plant_KnotweedDead_A_01&lt;br /&gt;
* Obj_Plant_Knotweed_A_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_M_01&lt;br /&gt;
* Obj_Plant_LightGrass_A_S_01&lt;br /&gt;
* Obj_Plant_OatsGrass_A_01&lt;br /&gt;
* Obj_Plant_OatsGrass_B_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_01&lt;br /&gt;
* Obj_Plant_Osmunda_A_02&lt;br /&gt;
* Obj_Plant_PampasGrass_A_01&lt;br /&gt;
* Obj_Plant_PampasGrass_A_02&lt;br /&gt;
* Obj_Plant_Shrub_A_01&lt;br /&gt;
* Obj_Plant_Shrub_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_A_02&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_01&lt;br /&gt;
* Obj_Plant_SkunkCabbage_B_02&lt;br /&gt;
* Obj_Plant_Tropical_A_01&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_Weed_A&lt;br /&gt;
* Obj_Plant_Weed_B&lt;br /&gt;
* Obj_Plant_Weed_C&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* Obj_TreeApple_A_L_01&lt;br /&gt;
* Obj_TreeApple_A_L_01_Stump&lt;br /&gt;
* Obj_TreeApple_A_L_01_Trunk&lt;br /&gt;
* Obj_TreeApple_A_M_01&lt;br /&gt;
* Obj_TreeApple_A_M_01_Stump&lt;br /&gt;
* Obj_TreeApple_A_M_01_Trunk&lt;br /&gt;
* Obj_TreeBananaMini_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01&lt;br /&gt;
* Obj_TreeBanana_A_01_Stump&lt;br /&gt;
* Obj_TreeBanana_A_01_Trunk&lt;br /&gt;
* Obj_TreeBaobab_A_01&lt;br /&gt;
* Obj_TreeBaobab_A_02&lt;br /&gt;
* Obj_TreeBaobab_A_03&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafFallenTree_A_S_01&lt;br /&gt;
* Obj_TreeBroadleafHoleStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_A_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Branch_B_02&lt;br /&gt;
* Obj_TreeBroadleafLow_C_01&lt;br /&gt;
* Obj_TreeBroadleafLow_C_02&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_01&lt;br /&gt;
* Obj_TreeBroadleafLow_Snow_A_02&lt;br /&gt;
* Obj_TreeBroadleafMossStump_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_L_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_A_M_01&lt;br /&gt;
* Obj_TreeBroadleafRoot_B_L_01&lt;br /&gt;
* Obj_TreeBroadleafStumpMoss_A_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_02&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Nest_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_LL_Set_01&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Stump&lt;br /&gt;
* Obj_TreeBroadleaf_A_L_Trunk&lt;br /&gt;
* Obj_TreeBroadleaf_A_SS&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_01&lt;br /&gt;
* Obj_TreeBroadleaf_B_L_02&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Stump&lt;br /&gt;
* Obj_TreeBroadleaf_BossArea_A_L_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_01&lt;br /&gt;
* Obj_TreeBurned_A_01_Stump&lt;br /&gt;
* Obj_TreeBurned_A_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_A_02&lt;br /&gt;
* Obj_TreeBurned_B_01&lt;br /&gt;
* Obj_TreeBurned_B_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_01_Trunk&lt;br /&gt;
* Obj_TreeBurned_B_02&lt;br /&gt;
* Obj_TreeBurned_B_02_Stump&lt;br /&gt;
* Obj_TreeBurned_B_02_Trunk&lt;br /&gt;
* Obj_TreeCactusMini_A_01&lt;br /&gt;
* Obj_TreeCherry_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_01&lt;br /&gt;
* Obj_TreeConiferousDead_A_02&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferousLow_B_01&lt;br /&gt;
* Obj_TreeConiferousSnowFallenTree_A_M_01&lt;br /&gt;
* Obj_TreeConiferous_A_01&lt;br /&gt;
* Obj_TreeConiferous_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_02&lt;br /&gt;
* Obj_TreeConiferous_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_03&lt;br /&gt;
* Obj_TreeConiferous_A_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_04&lt;br /&gt;
* Obj_TreeConiferous_A_04_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_04_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_01&lt;br /&gt;
* Obj_TreeConiferous_C_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_01_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_02&lt;br /&gt;
* Obj_TreeConiferous_C_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_02_Trunk&lt;br /&gt;
* Obj_TreeConiferous_C_03&lt;br /&gt;
* Obj_TreeConiferous_C_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_03_Trunk&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Stump&lt;br /&gt;
* Obj_TreeDeadLeaf_A_LL_01&lt;br /&gt;
* Obj_TreeDead_A_01&lt;br /&gt;
* Obj_TreeDead_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_Snow_01&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeDorian_A_01&lt;br /&gt;
* Obj_TreeDorian_A_01_Stump&lt;br /&gt;
* Obj_TreeDorian_A_01_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_01&lt;br /&gt;
* Obj_TreeDragonblood_A_02&lt;br /&gt;
* Obj_TreeDragonblood_A_03&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Stump&lt;br /&gt;
* Obj_TreeDragonblood_A_03_Trunk&lt;br /&gt;
* Obj_TreeDragonblood_A_04&lt;br /&gt;
* Obj_TreeDragonblood_A_05&lt;br /&gt;
* Obj_TreeGhost_A_01&lt;br /&gt;
* Obj_TreeGhost_A_02&lt;br /&gt;
* Obj_TreeGhost_A_03&lt;br /&gt;
* Obj_TreeGhost_A_04&lt;br /&gt;
* Obj_TreeMaple_A_01&lt;br /&gt;
* Obj_TreeMaple_A_02&lt;br /&gt;
* Obj_TreeMaple_A_LL_01&lt;br /&gt;
* Obj_TreeMaple_B_01&lt;br /&gt;
* Obj_TreeMaple_B_02&lt;br /&gt;
* Obj_TreeMaple_C_01&lt;br /&gt;
* Obj_TreeMaple_C_02&lt;br /&gt;
* Obj_TreePalmBeach_A_01&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Trunk&lt;br /&gt;
* Obj_TreePalmBeach_A_02&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Trunk&lt;br /&gt;
* Obj_TreePalmJungle_A_LL_01&lt;br /&gt;
* Obj_TreePalmMini_A_01&lt;br /&gt;
* Obj_TreePalmMini_B_01&lt;br /&gt;
* Obj_TreePalm_A_01&lt;br /&gt;
* Obj_TreePalm_A_02&lt;br /&gt;
* Obj_TreePine_A_01&lt;br /&gt;
* Obj_TreePine_A_01_Stump&lt;br /&gt;
* Obj_TreePine_A_01_Trunk&lt;br /&gt;
* Obj_TreeSnowberry_A&lt;br /&gt;
* Obj_TreeStump_Broadleaf_A_01&lt;br /&gt;
* Obj_TreeStump_Coniferous_A_01&lt;br /&gt;
* Obj_TreeStump_Moss_A_01&lt;br /&gt;
* Obj_TreeTropicalLow_A_01&lt;br /&gt;
* Obj_TreeTropical_A_LL_01&lt;br /&gt;
* Obj_TreeUmeTree_A_01&lt;br /&gt;
* Obj_TreeUmeTree_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04&lt;br /&gt;
* Obj_TreeWillow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_01&lt;br /&gt;
* Obj_TreeZoraLow_A_02&lt;br /&gt;
* Obj_TreeZoraLow_B_01&lt;br /&gt;
* Obj_TreeZoraLow_B_02&lt;br /&gt;
* PlantPalmMini_A_S&lt;br /&gt;
* Plant_Fern_A&lt;br /&gt;
* Plant_Fern_B&lt;br /&gt;
* Plant_Fern_C&lt;br /&gt;
* Plant_OriginalGrass_A&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_A_01&lt;br /&gt;
* TwnObj_Village_KorokTree_LL_B_01&lt;br /&gt;
* TwnObj_WaterGrassReed_A_02&lt;br /&gt;
* TwnObj_WaterGrassReed_A_M_01}}&lt;br /&gt;
|-&lt;br /&gt;
| FitTerrain2 || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FidObj_TorchStandOff_A_01&lt;br /&gt;
* FidObj_TorchStandOn_A_01&lt;br /&gt;
* FidObj_TorchStand_A-2&lt;br /&gt;
* FidObj_TorchStand_A_01&lt;br /&gt;
* FidObj_TorchStand_A_01_100enemy&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_02&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_03&lt;br /&gt;
* FldObj_DeathMountain_A_BaseDungeon&lt;br /&gt;
* FldObj_ForestCandle_01&lt;br /&gt;
* FldObj_HugeMazeTorchStand_A_01&lt;br /&gt;
* FldObj_SignboardStone_A_01&lt;br /&gt;
* FldObj_SignboardStone_Macuse&lt;br /&gt;
* FldObj_SignboardStone_giant&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* Item_CookSet&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* Item_CookSet_PanOnly&lt;br /&gt;
* SignalFireWood&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_B_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_02&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_03&lt;br /&gt;
* TwnObj_City_GerudoSighboard_A_01&lt;br /&gt;
* TwnObj_City_GerudoTorchStand_A_01&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_02&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_03&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03}}&lt;br /&gt;
|-&lt;br /&gt;
| FitToUpper || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* DragonDropItemTarget&lt;br /&gt;
* Enemy_Lizalfos_Dark&lt;br /&gt;
* Enemy_Lizalfos_Electric&lt;br /&gt;
* Enemy_Lizalfos_Electric_ForestTower&lt;br /&gt;
* Enemy_Lizalfos_Fire&lt;br /&gt;
* Enemy_Lizalfos_Fire_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Gold&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior&lt;br /&gt;
* Enemy_Lizalfos_Guard_Junior_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle&lt;br /&gt;
* Enemy_Lizalfos_Guard_Middle_LongVisibility&lt;br /&gt;
* Enemy_Lizalfos_Ice&lt;br /&gt;
* Enemy_Lizalfos_Junior&lt;br /&gt;
* Enemy_Lizalfos_Junior_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Middle&lt;br /&gt;
* Enemy_Lizalfos_Middle_Guard_Ambush&lt;br /&gt;
* Enemy_Lizalfos_Senior}}&lt;br /&gt;
|-&lt;br /&gt;
| FitUnderWater || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* SmallFishes1}}&lt;br /&gt;
|-&lt;br /&gt;
| FitUnderwater2_m270 || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Octarock}}&lt;br /&gt;
|-&lt;br /&gt;
| FitWater || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_WildDuck_A&lt;br /&gt;
* Obj_Plant_Lotus_A_01&lt;br /&gt;
* Obj_Plant_Lotus_A_02&lt;br /&gt;
* Obj_Plant_Lotus_A_03&lt;br /&gt;
* Obj_Plant_Tropical_C_01&lt;br /&gt;
* Obj_Plant_WaterFrogbit_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_01&lt;br /&gt;
* Obj_Plant_WaterLily_A_02&lt;br /&gt;
* Obj_Plant_WaterSeaweed_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| GP_MonsterShop || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_022_Head&lt;br /&gt;
* Armor_022_Head_B&lt;br /&gt;
* Armor_045_Head&lt;br /&gt;
* Armor_055_Head&lt;br /&gt;
* Armor_056_Head&lt;br /&gt;
* Armor_160_Head&lt;br /&gt;
* Armor_160_Lower&lt;br /&gt;
* Armor_160_Upper&lt;br /&gt;
* GameRomHorseReins_04&lt;br /&gt;
* GameRomHorseSaddle_04&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Sword_040}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupFruit || [GetItem] Fruits || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupLiving || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_Plant_A&lt;br /&gt;
* Item_Plant_E&lt;br /&gt;
* Item_Plant_F&lt;br /&gt;
* Item_Plant_G&lt;br /&gt;
* Item_Plant_H&lt;br /&gt;
* Item_Plant_I&lt;br /&gt;
* Item_Plant_J&lt;br /&gt;
* Item_Plant_L&lt;br /&gt;
* Item_Plant_O&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupNonburnable || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupNormal || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_Enemy_Put_57&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Obj_FireWoodBundle}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupRootVegetable || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Plant_B&lt;br /&gt;
* Item_Plant_C&lt;br /&gt;
* Item_Plant_M&lt;br /&gt;
* Item_Plant_Q}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemGroupRootVegetable4Get || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_Q}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemHeavyWeight || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_ChilledFish_02&lt;br /&gt;
* Item_ChilledFish_06&lt;br /&gt;
* Item_Chilled_02&lt;br /&gt;
* Item_Chilled_03&lt;br /&gt;
* Item_Chilled_06&lt;br /&gt;
* Item_Enemy_25&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Item_Enemy_34&lt;br /&gt;
* Item_Enemy_47&lt;br /&gt;
* Item_Enemy_48&lt;br /&gt;
* Item_Enemy_51&lt;br /&gt;
* Item_Enemy_52&lt;br /&gt;
* Item_Enemy_55&lt;br /&gt;
* Item_Enemy_56&lt;br /&gt;
* Item_FishGet_B&lt;br /&gt;
* Item_FishGet_I&lt;br /&gt;
* Item_Fruit_D&lt;br /&gt;
* Item_Fruit_F&lt;br /&gt;
* Item_Fruit_G&lt;br /&gt;
* Item_Fruit_J&lt;br /&gt;
* Item_Meat_02&lt;br /&gt;
* Item_Meat_11&lt;br /&gt;
* Item_Meat_12&lt;br /&gt;
* Item_Ore_A&lt;br /&gt;
* Item_Ore_B&lt;br /&gt;
* Item_Ore_C&lt;br /&gt;
* Item_Ore_D&lt;br /&gt;
* Item_Ore_E&lt;br /&gt;
* Item_Ore_F&lt;br /&gt;
* Item_Ore_G&lt;br /&gt;
* Item_Ore_H&lt;br /&gt;
* Item_Ore_I&lt;br /&gt;
* Item_Ore_J&lt;br /&gt;
* Item_PlantGet_C&lt;br /&gt;
* Item_RoastFish_02&lt;br /&gt;
* Item_RoastFish_04&lt;br /&gt;
* Item_Roast_09&lt;br /&gt;
* Item_Roast_10&lt;br /&gt;
* Item_Roast_12&lt;br /&gt;
* Item_Roast_15&lt;br /&gt;
* Item_Roast_19&lt;br /&gt;
* Item_Roast_40&lt;br /&gt;
* Item_Roast_45&lt;br /&gt;
* Item_Roast_46&lt;br /&gt;
* Obj_FireWoodBundle&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Lsword_059}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemLightWeight || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Item_Boiled_01&lt;br /&gt;
* Item_ChilledFish_07&lt;br /&gt;
* Item_ChilledFish_08&lt;br /&gt;
* Item_ChilledFish_09&lt;br /&gt;
* Item_Chilled_04&lt;br /&gt;
* Item_Enemy_00&lt;br /&gt;
* Item_Enemy_01&lt;br /&gt;
* Item_Enemy_02&lt;br /&gt;
* Item_Enemy_03&lt;br /&gt;
* Item_Enemy_04&lt;br /&gt;
* Item_Enemy_06&lt;br /&gt;
* Item_Enemy_07&lt;br /&gt;
* Item_Enemy_13&lt;br /&gt;
* Item_Enemy_15&lt;br /&gt;
* Item_Enemy_16&lt;br /&gt;
* Item_Enemy_17&lt;br /&gt;
* Item_Enemy_18&lt;br /&gt;
* Item_Enemy_19&lt;br /&gt;
* Item_Enemy_21&lt;br /&gt;
* Item_Enemy_27&lt;br /&gt;
* Item_Enemy_32&lt;br /&gt;
* Item_Enemy_40&lt;br /&gt;
* Item_Enemy_44&lt;br /&gt;
* Item_Enemy_45&lt;br /&gt;
* Item_Enemy_46&lt;br /&gt;
* Item_Enemy_57&lt;br /&gt;
* Item_FishGet_K&lt;br /&gt;
* Item_FishGet_M&lt;br /&gt;
* Item_Fruit_A&lt;br /&gt;
* Item_Fruit_B&lt;br /&gt;
* Item_Fruit_C&lt;br /&gt;
* Item_Fruit_E&lt;br /&gt;
* Item_Fruit_I&lt;br /&gt;
* Item_Fruit_K&lt;br /&gt;
* Item_Fruit_L&lt;br /&gt;
* Item_InsectGet_K&lt;br /&gt;
* Item_InsectGet_O&lt;br /&gt;
* Item_InsectGet_Z&lt;br /&gt;
* Item_Material_01&lt;br /&gt;
* Item_Material_03&lt;br /&gt;
* Item_Material_04&lt;br /&gt;
* Item_Material_06&lt;br /&gt;
* Item_Material_07&lt;br /&gt;
* Item_Meat_06&lt;br /&gt;
* Item_MushroomGet_D&lt;br /&gt;
* Item_Mushroom_A&lt;br /&gt;
* Item_Mushroom_B&lt;br /&gt;
* Item_Mushroom_C&lt;br /&gt;
* Item_Mushroom_D&lt;br /&gt;
* Item_Mushroom_E&lt;br /&gt;
* Item_Mushroom_F&lt;br /&gt;
* Item_Mushroom_H&lt;br /&gt;
* Item_Mushroom_J&lt;br /&gt;
* Item_Mushroom_N&lt;br /&gt;
* Item_Mushroom_O&lt;br /&gt;
* Item_PlantGet_A&lt;br /&gt;
* Item_PlantGet_B&lt;br /&gt;
* Item_PlantGet_E&lt;br /&gt;
* Item_PlantGet_F&lt;br /&gt;
* Item_PlantGet_G&lt;br /&gt;
* Item_PlantGet_H&lt;br /&gt;
* Item_PlantGet_I&lt;br /&gt;
* Item_PlantGet_J&lt;br /&gt;
* Item_PlantGet_L&lt;br /&gt;
* Item_PlantGet_M&lt;br /&gt;
* Item_PlantGet_O&lt;br /&gt;
* Item_PlantGet_Q&lt;br /&gt;
* Item_RoastFish_11&lt;br /&gt;
* Item_RoastFish_13&lt;br /&gt;
* Item_RoastFish_15&lt;br /&gt;
* Item_Roast_02&lt;br /&gt;
* Item_Roast_03&lt;br /&gt;
* Item_Roast_04&lt;br /&gt;
* Item_Roast_05&lt;br /&gt;
* Item_Roast_06&lt;br /&gt;
* Item_Roast_07&lt;br /&gt;
* Item_Roast_08&lt;br /&gt;
* Item_Roast_13&lt;br /&gt;
* Item_Roast_16&lt;br /&gt;
* Item_Roast_18&lt;br /&gt;
* Item_Roast_24&lt;br /&gt;
* Item_Roast_27&lt;br /&gt;
* Item_Roast_28&lt;br /&gt;
* Item_Roast_31&lt;br /&gt;
* Item_Roast_32&lt;br /&gt;
* Item_Roast_33&lt;br /&gt;
* Item_Roast_36&lt;br /&gt;
* Item_Roast_39&lt;br /&gt;
* Item_Roast_48&lt;br /&gt;
* Item_Roast_49&lt;br /&gt;
* Item_Roast_50&lt;br /&gt;
* Item_Roast_51&lt;br /&gt;
* Item_Roast_52&lt;br /&gt;
* Item_Roast_53&lt;br /&gt;
* Priest_Boss_Weapon_Bow_029&lt;br /&gt;
* Priest_Boss_Weapon_Sword_015&lt;br /&gt;
* Weapon_Bow_003&lt;br /&gt;
* Weapon_Bow_004&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Bow_016&lt;br /&gt;
* Weapon_Bow_017&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_027&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_040&lt;br /&gt;
* Weapon_Bow_080&lt;br /&gt;
* Weapon_Lsword_004&lt;br /&gt;
* Weapon_Lsword_005&lt;br /&gt;
* Weapon_Lsword_006&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Lsword_019&lt;br /&gt;
* Weapon_Lsword_023&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Shield_001&lt;br /&gt;
* Weapon_Shield_004&lt;br /&gt;
* Weapon_Shield_005&lt;br /&gt;
* Weapon_Shield_006&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_032&lt;br /&gt;
* Weapon_Shield_034&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_040&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Shield_042&lt;br /&gt;
* Weapon_Spear_004&lt;br /&gt;
* Weapon_Spear_005&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_032&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Sword_004&lt;br /&gt;
* Weapon_Sword_005&lt;br /&gt;
* Weapon_Sword_006&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015&lt;br /&gt;
* Weapon_Sword_019&lt;br /&gt;
* Weapon_Sword_020&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_023&lt;br /&gt;
* Weapon_Sword_025&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_044&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062}}&lt;br /&gt;
|-&lt;br /&gt;
| GetItemNormalWeight || [GetItem] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BeeHome&lt;br /&gt;
* Item_ChilledFish_01&lt;br /&gt;
* Item_ChilledFish_03&lt;br /&gt;
* Item_ChilledFish_04&lt;br /&gt;
* Item_ChilledFish_05&lt;br /&gt;
* Item_Chilled_01&lt;br /&gt;
* Item_Chilled_05&lt;br /&gt;
* Item_Enemy_05&lt;br /&gt;
* Item_Enemy_08&lt;br /&gt;
* Item_Enemy_12&lt;br /&gt;
* Item_Enemy_14&lt;br /&gt;
* Item_Enemy_20&lt;br /&gt;
* Item_Enemy_24&lt;br /&gt;
* Item_Enemy_26&lt;br /&gt;
* Item_Enemy_28&lt;br /&gt;
* Item_Enemy_29&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_33&lt;br /&gt;
* Item_Enemy_38&lt;br /&gt;
* Item_Enemy_39&lt;br /&gt;
* Item_Enemy_41&lt;br /&gt;
* Item_Enemy_42&lt;br /&gt;
* Item_Enemy_43&lt;br /&gt;
* Item_Enemy_49&lt;br /&gt;
* Item_Enemy_50&lt;br /&gt;
* Item_Enemy_53&lt;br /&gt;
* Item_Enemy_54&lt;br /&gt;
* Item_FishGet_A&lt;br /&gt;
* Item_FishGet_C&lt;br /&gt;
* Item_FishGet_D&lt;br /&gt;
* Item_FishGet_E&lt;br /&gt;
* Item_FishGet_F&lt;br /&gt;
* Item_FishGet_G&lt;br /&gt;
* Item_FishGet_H&lt;br /&gt;
* Item_FishGet_J&lt;br /&gt;
* Item_FishGet_L&lt;br /&gt;
* Item_FishGet_X&lt;br /&gt;
* Item_FishGet_Z&lt;br /&gt;
* Item_Fruit_H&lt;br /&gt;
* Item_Material_02&lt;br /&gt;
* Item_Material_05&lt;br /&gt;
* Item_Material_08&lt;br /&gt;
* Item_Meat_01&lt;br /&gt;
* Item_Meat_07&lt;br /&gt;
* Item_Mushroom_L&lt;br /&gt;
* Item_Mushroom_M&lt;br /&gt;
* Item_RoastFish_01&lt;br /&gt;
* Item_RoastFish_03&lt;br /&gt;
* Item_RoastFish_07&lt;br /&gt;
* Item_RoastFish_09&lt;br /&gt;
* Item_Roast_01&lt;br /&gt;
* Item_Roast_11&lt;br /&gt;
* Item_Roast_37&lt;br /&gt;
* Item_Roast_38&lt;br /&gt;
* Item_Roast_41&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Lsword_030&lt;br /&gt;
* Weapon_Lsword_032&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_006&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Spear_031&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Spear_080&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_024&lt;br /&gt;
* Weapon_Sword_027&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_031&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_041&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_052&lt;br /&gt;
* Weapon_Sword_053&lt;br /&gt;
* Weapon_Sword_056&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_071&lt;br /&gt;
* Weapon_Sword_072&lt;br /&gt;
* Weapon_Sword_073&lt;br /&gt;
* Weapon_Sword_501&lt;br /&gt;
* Weapon_Sword_502&lt;br /&gt;
* Weapon_Sword_503}}&lt;br /&gt;
|-&lt;br /&gt;
| GoronSeries || Goron weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_036&lt;br /&gt;
* Weapon_Lsword_037&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Spear_031}}&lt;br /&gt;
|-&lt;br /&gt;
| GuardianMiniSeries || Guardian weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_013&lt;br /&gt;
* Weapon_Lsword_014&lt;br /&gt;
* Weapon_Lsword_015&lt;br /&gt;
* Weapon_Shield_013&lt;br /&gt;
* Weapon_Shield_014&lt;br /&gt;
* Weapon_Shield_015&lt;br /&gt;
* Weapon_Spear_013&lt;br /&gt;
* Weapon_Spear_014&lt;br /&gt;
* Weapon_Spear_015&lt;br /&gt;
* Weapon_Sword_013&lt;br /&gt;
* Weapon_Sword_014&lt;br /&gt;
* Weapon_Sword_015}}&lt;br /&gt;
|-&lt;br /&gt;
| HatenoSeries || Hateno weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Shield_034}}&lt;br /&gt;
|-&lt;br /&gt;
| HeroSeries || Champion weapon series (note: does not include Link&#039;s weapons such as the Master Sword) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_028&lt;br /&gt;
* Weapon_Bow_080&lt;br /&gt;
* Weapon_Lsword_054&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Spear_080&lt;br /&gt;
* Weapon_Sword_052}}&lt;br /&gt;
|-&lt;br /&gt;
| HyliaSeries || Hylian armor and weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_001_Head&lt;br /&gt;
* Armor_001_Lower&lt;br /&gt;
* Armor_001_Upper&lt;br /&gt;
* Armor_002_Head&lt;br /&gt;
* Armor_002_Lower&lt;br /&gt;
* Armor_002_Upper&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Weapon_Bow_001&lt;br /&gt;
* Weapon_Bow_002&lt;br /&gt;
* Weapon_Bow_035&lt;br /&gt;
* Weapon_Bow_036&lt;br /&gt;
* Weapon_Lsword_001&lt;br /&gt;
* Weapon_Lsword_002&lt;br /&gt;
* Weapon_Lsword_003&lt;br /&gt;
* Weapon_Lsword_024&lt;br /&gt;
* Weapon_Shield_002&lt;br /&gt;
* Weapon_Shield_003&lt;br /&gt;
* Weapon_Shield_022&lt;br /&gt;
* Weapon_Shield_035&lt;br /&gt;
* Weapon_Spear_001&lt;br /&gt;
* Weapon_Spear_002&lt;br /&gt;
* Weapon_Spear_003&lt;br /&gt;
* Weapon_Spear_024&lt;br /&gt;
* Weapon_Sword_001&lt;br /&gt;
* Weapon_Sword_002&lt;br /&gt;
* Weapon_Sword_003&lt;br /&gt;
* Weapon_Sword_024}}&lt;br /&gt;
|-&lt;br /&gt;
| IceRodSeries || Ice rod weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_061}}&lt;br /&gt;
|-&lt;br /&gt;
| IsDropTableInEcosystem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TreasureLocaterKibako}}&lt;br /&gt;
|-&lt;br /&gt;
| IsForcePictureBook || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_HiddenKorokGround&lt;br /&gt;
* Obj_MineralBury_A_01&lt;br /&gt;
* Obj_Mineral_A_01&lt;br /&gt;
* Obj_Mineral_B_01&lt;br /&gt;
* Obj_Mineral_C_01&lt;br /&gt;
* TBox_Dungeon_Iron&lt;br /&gt;
* TBox_Dungeon_Iron_050&lt;br /&gt;
* TBox_Dungeon_Iron_FinalTrial&lt;br /&gt;
* TBox_Dungeon_Iron_Hanged}}&lt;br /&gt;
|-&lt;br /&gt;
| IsPotInEcosystem || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&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_GerudoAudienceRoomVase_A_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;
|-&lt;br /&gt;
| KakarikoSeries || Kakariko weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_029&lt;br /&gt;
* Weapon_Lsword_041&lt;br /&gt;
* Weapon_Lsword_055&lt;br /&gt;
* Weapon_Shield_041&lt;br /&gt;
* Weapon_Spear_037&lt;br /&gt;
* Weapon_Sword_041}}&lt;br /&gt;
|-&lt;br /&gt;
| KokiriSeries || Korok weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_013&lt;br /&gt;
* Weapon_Shield_023&lt;br /&gt;
* Weapon_Spear_025&lt;br /&gt;
* Weapon_Sword_025}}&lt;br /&gt;
|-&lt;br /&gt;
| LizalfosSeries || Lizalfos weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_006&lt;br /&gt;
* Weapon_Bow_011&lt;br /&gt;
* Weapon_Bow_030&lt;br /&gt;
* Weapon_Shield_007&lt;br /&gt;
* Weapon_Shield_008&lt;br /&gt;
* Weapon_Shield_009&lt;br /&gt;
* Weapon_Spear_007&lt;br /&gt;
* Weapon_Spear_008&lt;br /&gt;
* Weapon_Spear_009&lt;br /&gt;
* Weapon_Sword_007&lt;br /&gt;
* Weapon_Sword_008&lt;br /&gt;
* Weapon_Sword_009}}&lt;br /&gt;
|-&lt;br /&gt;
| LynelSeries || Lynel weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_009&lt;br /&gt;
* Weapon_Bow_026&lt;br /&gt;
* Weapon_Bow_032&lt;br /&gt;
* Weapon_Lsword_016&lt;br /&gt;
* Weapon_Lsword_017&lt;br /&gt;
* Weapon_Lsword_018&lt;br /&gt;
* Weapon_Shield_016&lt;br /&gt;
* Weapon_Shield_017&lt;br /&gt;
* Weapon_Shield_018&lt;br /&gt;
* Weapon_Spear_016&lt;br /&gt;
* Weapon_Spear_017&lt;br /&gt;
* Weapon_Spear_018&lt;br /&gt;
* Weapon_Sword_016&lt;br /&gt;
* Weapon_Sword_017&lt;br /&gt;
* Weapon_Sword_018}}&lt;br /&gt;
|-&lt;br /&gt;
| MapUnitNonLocatable || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Crow_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Gull_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Pigeon_B_Swarm_HeapMeasure&lt;br /&gt;
* Animal_Pigeon_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Bee_Swarm_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_AllDay_HeapMeasure&lt;br /&gt;
* Enemy_Keese_Swarm_HeapMeasure&lt;br /&gt;
* Item_Enemy_30&lt;br /&gt;
* Item_Enemy_31&lt;br /&gt;
* Kokko_Simple&lt;br /&gt;
* NPC_Item_Plant_M&lt;br /&gt;
* Npc_Flower&lt;br /&gt;
* Npc_Gerudo_FruitMelon_A&lt;br /&gt;
* Npc_Gerudo_LiquorBottle&lt;br /&gt;
* Npc_Gerudo_Promoter_Staff&lt;br /&gt;
* Npc_Goron_Chisel_000&lt;br /&gt;
* Npc_Goron_Hammer_C_000&lt;br /&gt;
* Npc_Goron_Pickaxe_C_000&lt;br /&gt;
* Npc_Goron_Pincers_C_000&lt;br /&gt;
* Npc_Hylia_Broom&lt;br /&gt;
* Npc_Hylia_Brush&lt;br /&gt;
* Npc_Hylia_Dustcloth&lt;br /&gt;
* Npc_Hylia_Laundry&lt;br /&gt;
* Npc_Hylia_Memo&lt;br /&gt;
* Npc_Hylia_Mug&lt;br /&gt;
* Npc_Hylia_Mug_Sake_0&lt;br /&gt;
* Npc_Hylia_Mug_Sake_1&lt;br /&gt;
* Npc_Hylia_Pen&lt;br /&gt;
* Npc_Hylia_Picturebook&lt;br /&gt;
* Npc_Hylia_Picturebook_Brown&lt;br /&gt;
* Npc_Hylia_Picturebook_Pink&lt;br /&gt;
* Npc_Hylia_Picturebook_Yellow&lt;br /&gt;
* Npc_Hylia_TestTube_000&lt;br /&gt;
* Npc_Hylia_TestTube_001&lt;br /&gt;
* Npc_Hylia_Twig&lt;br /&gt;
* Npc_Korogu_Minister_Maracas&lt;br /&gt;
* Npc_Korogu_Minister_Maracas_Left&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_000_Color&lt;br /&gt;
* Npc_Shiekah_Artist_Brush_001&lt;br /&gt;
* Obj_LavoBook_A_01&lt;br /&gt;
* Obj_LiftRockEldin_A_01&lt;br /&gt;
* Obj_LiftRockEldin_Korok_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_A_01&lt;br /&gt;
* Obj_LiftRockGerudo_Korok_A_01&lt;br /&gt;
* Obj_LiftRockWhite_A_01&lt;br /&gt;
* Obj_LiftRockWhite_Korok_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_A_01&lt;br /&gt;
* Obj_Set_FlowerMargaret_B_01&lt;br /&gt;
* Obj_Set_PlantTropicalForestB_01&lt;br /&gt;
* Obj_TreeApple_A_L_01_Stump&lt;br /&gt;
* Obj_TreeApple_A_M_01_Stump&lt;br /&gt;
* Obj_TreeBanana_A_01_Stump&lt;br /&gt;
* Obj_TreeBroadleafDead_B_L_01_Stump&lt;br /&gt;
* Obj_TreeBurned_A_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_01_Stump&lt;br /&gt;
* Obj_TreeBurned_B_02_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferousDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_04_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_A_Snow_03_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_01_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_02_Stump&lt;br /&gt;
* Obj_TreeConiferous_C_03_Stump&lt;br /&gt;
* Obj_TreeDeadLeaf_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_01_Stump&lt;br /&gt;
* Obj_TreeDead_A_Snow_01_Stump&lt;br /&gt;
* Obj_TreeDorian_A_01_Stump&lt;br /&gt;
* Obj_TreeGhost_A_03_Stump&lt;br /&gt;
* Obj_TreeMaple_A_01_Stump&lt;br /&gt;
* Obj_TreeMaple_A_02_Stump&lt;br /&gt;
* Obj_TreeMaple_B_01_Stump&lt;br /&gt;
* Obj_TreeMaple_B_02_Stump&lt;br /&gt;
* Obj_TreeMaple_C_01_Stump&lt;br /&gt;
* Obj_TreeMaple_C_02_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_01_Stump&lt;br /&gt;
* Obj_TreePalmBeach_A_02_Stump&lt;br /&gt;
* Obj_TreePalm_A_01_Stump&lt;br /&gt;
* Obj_TreePalm_A_02_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_01_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_02_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_03_Stump&lt;br /&gt;
* Obj_TreeWhiteBirch_A_04_Stump&lt;br /&gt;
* Obj_TreeWillow_A_01_Stump&lt;br /&gt;
* UMii_Korogu_PlantL_C_002&lt;br /&gt;
* Weapon_Goron_Knuckle&lt;br /&gt;
* Weapon_Sword_500}}&lt;br /&gt;
|-&lt;br /&gt;
| MapUnitWithNonAutoGenArea || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FireWood&lt;br /&gt;
* FireWoodDie&lt;br /&gt;
* Item_CookSet&lt;br /&gt;
* Item_CookSet_100enemy&lt;br /&gt;
* Item_CookSet_PanOnly&lt;br /&gt;
* SignalFireWood&lt;br /&gt;
* Strange_Beacon_CookSet}}&lt;br /&gt;
|-&lt;br /&gt;
| MasterSword || Master Sword actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_071}}&lt;br /&gt;
|-&lt;br /&gt;
| MeasureRotSpeedNpc || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_Npc_Gerdo_Hero&lt;br /&gt;
* Dm_Npc_Goron_Hero&lt;br /&gt;
* Dm_Npc_Hyrule_KingSoul&lt;br /&gt;
* Dm_Npc_Rito_Hero&lt;br /&gt;
* Dm_Npc_Zelda_Sibyl&lt;br /&gt;
* Dm_Npc_Zora_Hero&lt;br /&gt;
* Npc_AncientDoctor_Hateno&lt;br /&gt;
* Npc_FollowGoron&lt;br /&gt;
* Npc_Goron006&lt;br /&gt;
* Npc_Goron020&lt;br /&gt;
* Npc_Goron020_2&lt;br /&gt;
* Npc_HighMountain001&lt;br /&gt;
* Npc_HighMountain003&lt;br /&gt;
* Npc_HighMountain005&lt;br /&gt;
* Npc_HighMountain031&lt;br /&gt;
* Npc_HighMountain032&lt;br /&gt;
* Npc_HighMountain033&lt;br /&gt;
* Npc_HighMountain034&lt;br /&gt;
* Npc_HighMountain035&lt;br /&gt;
* Npc_King_Parasail002&lt;br /&gt;
* Npc_King_Parasail004&lt;br /&gt;
* Npc_King_Parasail005&lt;br /&gt;
* Npc_King_Vagrant001&lt;br /&gt;
* Npc_King_Vagrant003&lt;br /&gt;
* Npc_King_Vagrant004&lt;br /&gt;
* Npc_King_Vagrant005&lt;br /&gt;
* Npc_King_Vagrant006&lt;br /&gt;
* Npc_King_Vagrant007&lt;br /&gt;
* Npc_OldKorok&lt;br /&gt;
* Npc_OldKorok_Forest&lt;br /&gt;
* Npc_OldKorok_Help&lt;br /&gt;
* Npc_OldKorok_Rvs&lt;br /&gt;
* Npc_OldKorok_WetLand&lt;br /&gt;
* Npc_ValleyVillage010&lt;br /&gt;
* Npc_Zora030&lt;br /&gt;
* Npc_oasis003&lt;br /&gt;
* Npc_oasis007&lt;br /&gt;
* Npc_oasis051}}&lt;br /&gt;
|-&lt;br /&gt;
| MoriblinSeries || Moblin weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_010&lt;br /&gt;
* Weapon_Lsword_011&lt;br /&gt;
* Weapon_Lsword_012&lt;br /&gt;
* Weapon_Spear_010&lt;br /&gt;
* Weapon_Spear_011&lt;br /&gt;
* Weapon_Spear_012}}&lt;br /&gt;
|-&lt;br /&gt;
| OasisSeries || Gerudo weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_015&lt;br /&gt;
* Weapon_Lsword_029&lt;br /&gt;
* Weapon_Shield_026&lt;br /&gt;
* Weapon_Shield_036&lt;br /&gt;
* Weapon_Shield_037&lt;br /&gt;
* Weapon_Spear_029&lt;br /&gt;
* Weapon_Sword_029&lt;br /&gt;
* Weapon_Sword_030&lt;br /&gt;
* Weapon_Sword_052}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptAIProg || [Build] Precomputed [[AIProgram]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* FldObj_CliffSnowWall_D_23&lt;br /&gt;
* FldObj_CliffSnowWall_D_23_Far&lt;br /&gt;
* Obj_RockSetDeathMt_C_05&lt;br /&gt;
* Obj_RockSetYellow_A_01&lt;br /&gt;
* Obj_RockSetYellow_A_03&lt;br /&gt;
* WallCrack}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptAISchedule || [Build] Precomputed [[AISchedule]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BM_Relief&lt;br /&gt;
* DLC_TwnObj_HatenoLinkHouse_Check_Photo&lt;br /&gt;
* DgnObj_HintBoard&lt;br /&gt;
* FldObj_DLC_BlowSwordBase_A&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_01&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_02&lt;br /&gt;
* FldObj_DLC_HeroMapRelief_Mark_A_03&lt;br /&gt;
* FldObj_GerudoTownBook&lt;br /&gt;
* FldObj_GerudoTownBook2&lt;br /&gt;
* FldObj_HatenoGateBook&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_01_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_02_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_03_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_04_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_05_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_06_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_07_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_08_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_09_ma&lt;br /&gt;
* FldObj_RockZoraRelief_A_M_10_ma&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01&lt;br /&gt;
* FldObj_RuinStatueKnight_SnowMT_01_Far&lt;br /&gt;
* FldObj_SignboardStone_A_01&lt;br /&gt;
* FldObj_SignboardStone_Macuse&lt;br /&gt;
* FldObj_SignboardStone_giant&lt;br /&gt;
* FldObj_SignboardWood_A_01&lt;br /&gt;
* FldObj_SignboardWood_A_01_Trunk&lt;br /&gt;
* FldObj_SignboardWood_A_02&lt;br /&gt;
* FldObj_SignboardWood_A_02_Trunk&lt;br /&gt;
* FldObj_SignboardWood_Mamono&lt;br /&gt;
* FldObj_SignboardWood_Mamono_Trunk&lt;br /&gt;
* RememberTag&lt;br /&gt;
* Strange_Beacon_CookSet&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_B_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_01&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_02&lt;br /&gt;
* TwnObjVillage_ZoraSignboard_C_03&lt;br /&gt;
* TwnObj_AncientOven_A_01&lt;br /&gt;
* TwnObj_City_GerudoSighboard_A_01&lt;br /&gt;
* TwnObj_City_GerudoThunderHelmet_A_01&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_02&lt;br /&gt;
* TwnObj_City_GoronGuidePost_A_03&lt;br /&gt;
* TwnObj_City_GoronSignboard_B_01&lt;br /&gt;
* TwnObj_DemonStatue_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_01&lt;br /&gt;
* TwnObj_GoddesStatue_A_02&lt;br /&gt;
* TwnObj_GoddesStatue_A_10&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_01&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_02&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_03&lt;br /&gt;
* TwnObj_HyruleCastleBook_A_04&lt;br /&gt;
* TwnObj_MamonoShop_A_01&lt;br /&gt;
* TwnObj_SuperGoddesStatue_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01&lt;br /&gt;
* TwnObj_Village_AncientCivilLaboSignboard_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01&lt;br /&gt;
* TwnObj_Village_HatenoGuidePost_A_01_Trunk&lt;br /&gt;
* TwnObj_Village_HatenoLinkHouseNamePlate_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoMessageBoard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_01&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_02&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_03&lt;br /&gt;
* TwnObj_Village_HatenoSignboard_A_04&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_01&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_02&lt;br /&gt;
* TwnObj_Village_IchikaraSighboard_A_03&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01_Far&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_02_Trunk&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03&lt;br /&gt;
* TwnObj_Village_RitoGuidePost_A_03_Trunk&lt;br /&gt;
* TwnObj_Village_RitoHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_RitoPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_RitoTailorSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerGrocerySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHeirDiary_A_01&lt;br /&gt;
* TwnObj_Village_SheikerHeirDiary_A_02&lt;br /&gt;
* TwnObj_Village_SheikerHotelSign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerPharmacySign_A_01&lt;br /&gt;
* TwnObj_Village_SheikerTailorSign_A_01&lt;br /&gt;
* TwnObj_ZoraLithograph_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptAttention || [Build] Precomputed [[Attention]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* BasinTag&lt;br /&gt;
* RememberTag}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptAwareness || [Build] Precomputed [[Awareness]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_AncientOven_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptBoneControl || [Build] Precomputed [[BoneControl]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* TwnObj_AncientOven_A_01&lt;br /&gt;
* TwnObj_GanonGrudgeSolid_Eyeball_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptDamageParam || [Build] Precomputed [[DamageParam]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_SiteBoss_Bow_ChildDevice&lt;br /&gt;
* GanonIceBullet&lt;br /&gt;
* Octarock_Bullet&lt;br /&gt;
* Octarock_Bullet_L&lt;br /&gt;
* Octarock_SnowBullet&lt;br /&gt;
* RemainsWaterChaseBullet&lt;br /&gt;
* RemainsWaterExplodeBullet&lt;br /&gt;
* Rock_Moriblin&lt;br /&gt;
* Rock_Weapon&lt;br /&gt;
* SiteBossSpearIceBullet}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptDropTable || [Build] Precomputed [[DropTable]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Animal_Fish_A&lt;br /&gt;
* Animal_Fish_B&lt;br /&gt;
* Animal_Fish_C&lt;br /&gt;
* Animal_Fish_D&lt;br /&gt;
* Animal_Fish_E&lt;br /&gt;
* Animal_Fish_F&lt;br /&gt;
* Animal_Fish_G&lt;br /&gt;
* Animal_Fish_H&lt;br /&gt;
* Animal_Fish_I&lt;br /&gt;
* Animal_Fish_J&lt;br /&gt;
* Animal_Fish_K&lt;br /&gt;
* Animal_Fish_L&lt;br /&gt;
* Animal_Fish_M&lt;br /&gt;
* Animal_Fish_X&lt;br /&gt;
* Animal_Fish_Z&lt;br /&gt;
* Animal_Insect_K&lt;br /&gt;
* Animal_Insect_O&lt;br /&gt;
* Animal_Insect_Z&lt;br /&gt;
* Item_Amiibo_DropTable_000&lt;br /&gt;
* Item_Amiibo_DropTable_001&lt;br /&gt;
* Item_Amiibo_DropTable_002&lt;br /&gt;
* Item_Amiibo_DropTable_003&lt;br /&gt;
* Item_Amiibo_DropTable_004&lt;br /&gt;
* Item_Amiibo_DropTable_005&lt;br /&gt;
* Item_Amiibo_DropTable_006&lt;br /&gt;
* Item_Amiibo_DropTable_007&lt;br /&gt;
* Item_Amiibo_DropTable_008&lt;br /&gt;
* Item_Amiibo_DropTable_009&lt;br /&gt;
* Item_Amiibo_DropTable_010&lt;br /&gt;
* Item_Amiibo_DropTable_012&lt;br /&gt;
* Item_Amiibo_DropTable_013&lt;br /&gt;
* Item_Amiibo_DropTable_014&lt;br /&gt;
* Item_Amiibo_DropTable_015&lt;br /&gt;
* Item_Amiibo_DropTable_016&lt;br /&gt;
* Item_Amiibo_DropTable_017&lt;br /&gt;
* Item_Amiibo_DropTable_018&lt;br /&gt;
* Item_Amiibo_DropTable_019&lt;br /&gt;
* Item_Amiibo_DropTable_020&lt;br /&gt;
* Item_Amiibo_DropTable_021&lt;br /&gt;
* Item_Amiibo_DropTable_022&lt;br /&gt;
* Item_Amiibo_DropTable_023&lt;br /&gt;
* TreasureLocaterKibako}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptELink || [Build] Precomputed [[ELink]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* CastleBarrier}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptLOD || [Build] Precomputed [[LOD]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* GuardianBeam&lt;br /&gt;
* GuardianBeam_RemainsWind}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptLifeCondition || [Build] Precomputed [[LifeCondition]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AreaCulling_InnerHide&lt;br /&gt;
* AreaCulling_InnerOn&lt;br /&gt;
* AreaCulling_OuterNPCMementary&lt;br /&gt;
* FarModelCullingArea}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptModel || [Build] Precomputed [[Model]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* AreaCulling_InnerHide&lt;br /&gt;
* AreaCulling_InnerOn&lt;br /&gt;
* AreaCulling_OuterNPCMementary&lt;br /&gt;
* FarModelCullingArea}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptShopData || [Build] Precomputed [[ShopData]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_DressFairy_00&lt;br /&gt;
* Npc_DressFairy_01&lt;br /&gt;
* Npc_DressFairy_02&lt;br /&gt;
* Npc_DressFairy_03&lt;br /&gt;
* TwnObj_AncientOven_A_01}}&lt;br /&gt;
|-&lt;br /&gt;
| PcmptUMii || [Build] Precomputed [[UMii]] || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Enemy_Assassin_Middle_Quest&lt;br /&gt;
* Enemy_Assassin_Senior&lt;br /&gt;
* FldObj_GoronCannonBall_YunBo&lt;br /&gt;
* TwnObj_AncientOven_A_01&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01&lt;br /&gt;
* TwnObj_Village_Korok_DekuTree_A_01_Far}}&lt;br /&gt;
|-&lt;br /&gt;
| RodWeapon || Rod weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Lsword_074&lt;br /&gt;
* Weapon_Sword_048&lt;br /&gt;
* Weapon_Sword_049&lt;br /&gt;
* Weapon_Sword_050&lt;br /&gt;
* Weapon_Sword_060&lt;br /&gt;
* Weapon_Sword_061&lt;br /&gt;
* Weapon_Sword_062}}&lt;br /&gt;
|-&lt;br /&gt;
| SeriesArmor || - || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Armor_003_Head&lt;br /&gt;
* Armor_003_Lower&lt;br /&gt;
* Armor_003_Upper&lt;br /&gt;
* Armor_004_Head&lt;br /&gt;
* Armor_004_Lower&lt;br /&gt;
* Armor_004_Upper&lt;br /&gt;
* Armor_015_Head&lt;br /&gt;
* Armor_015_Lower&lt;br /&gt;
* Armor_015_Upper&lt;br /&gt;
* Armor_039_Head&lt;br /&gt;
* Armor_039_Lower&lt;br /&gt;
* Armor_039_Upper&lt;br /&gt;
* Armor_053_Head&lt;br /&gt;
* Armor_053_Lower&lt;br /&gt;
* Armor_053_Upper&lt;br /&gt;
* Armor_060_Head&lt;br /&gt;
* Armor_060_Lower&lt;br /&gt;
* Armor_060_Upper&lt;br /&gt;
* Armor_061_Head&lt;br /&gt;
* Armor_061_Lower&lt;br /&gt;
* Armor_061_Upper&lt;br /&gt;
* Armor_062_Head&lt;br /&gt;
* Armor_062_Lower&lt;br /&gt;
* Armor_062_Upper&lt;br /&gt;
* Armor_063_Head&lt;br /&gt;
* Armor_063_Lower&lt;br /&gt;
* Armor_063_Upper&lt;br /&gt;
* Armor_064_Head&lt;br /&gt;
* Armor_064_Lower&lt;br /&gt;
* Armor_064_Upper&lt;br /&gt;
* Armor_065_Head&lt;br /&gt;
* Armor_065_Lower&lt;br /&gt;
* Armor_065_Upper&lt;br /&gt;
* Armor_066_Head&lt;br /&gt;
* Armor_066_Lower&lt;br /&gt;
* Armor_066_Upper&lt;br /&gt;
* Armor_067_Head&lt;br /&gt;
* Armor_067_Lower&lt;br /&gt;
* Armor_067_Upper&lt;br /&gt;
* Armor_071_Head&lt;br /&gt;
* Armor_071_Lower&lt;br /&gt;
* Armor_071_Upper&lt;br /&gt;
* Armor_072_Head&lt;br /&gt;
* Armor_072_Lower&lt;br /&gt;
* Armor_072_Upper&lt;br /&gt;
* Armor_073_Head&lt;br /&gt;
* Armor_073_Lower&lt;br /&gt;
* Armor_073_Upper&lt;br /&gt;
* Armor_074_Head&lt;br /&gt;
* Armor_074_Lower&lt;br /&gt;
* Armor_074_Upper&lt;br /&gt;
* Armor_075_Head&lt;br /&gt;
* Armor_075_Lower&lt;br /&gt;
* Armor_075_Upper&lt;br /&gt;
* Armor_076_Head&lt;br /&gt;
* Armor_076_Lower&lt;br /&gt;
* Armor_076_Upper&lt;br /&gt;
* Armor_077_Head&lt;br /&gt;
* Armor_077_Lower&lt;br /&gt;
* Armor_077_Upper&lt;br /&gt;
* Armor_078_Head&lt;br /&gt;
* Armor_078_Lower&lt;br /&gt;
* Armor_078_Upper&lt;br /&gt;
* Armor_079_Head&lt;br /&gt;
* Armor_079_Lower&lt;br /&gt;
* Armor_079_Upper&lt;br /&gt;
* Armor_084_Head&lt;br /&gt;
* Armor_084_Lower&lt;br /&gt;
* Armor_084_Upper&lt;br /&gt;
* Armor_085_Head&lt;br /&gt;
* Armor_085_Lower&lt;br /&gt;
* Armor_085_Upper&lt;br /&gt;
* Armor_086_Head&lt;br /&gt;
* Armor_086_Lower&lt;br /&gt;
* Armor_086_Upper&lt;br /&gt;
* Armor_088_Head&lt;br /&gt;
* Armor_088_Lower&lt;br /&gt;
* Armor_088_Upper&lt;br /&gt;
* Armor_089_Head&lt;br /&gt;
* Armor_089_Lower&lt;br /&gt;
* Armor_089_Upper&lt;br /&gt;
* Armor_090_Head&lt;br /&gt;
* Armor_090_Lower&lt;br /&gt;
* Armor_090_Upper&lt;br /&gt;
* Armor_096_Head&lt;br /&gt;
* Armor_096_Lower&lt;br /&gt;
* Armor_096_Upper&lt;br /&gt;
* Armor_097_Head&lt;br /&gt;
* Armor_097_Lower&lt;br /&gt;
* Armor_097_Upper&lt;br /&gt;
* Armor_098_Head&lt;br /&gt;
* Armor_098_Lower&lt;br /&gt;
* Armor_098_Upper&lt;br /&gt;
* Armor_100_Head&lt;br /&gt;
* Armor_100_Lower&lt;br /&gt;
* Armor_100_Upper&lt;br /&gt;
* Armor_101_Head&lt;br /&gt;
* Armor_101_Lower&lt;br /&gt;
* Armor_101_Upper&lt;br /&gt;
* Armor_102_Head&lt;br /&gt;
* Armor_102_Lower&lt;br /&gt;
* Armor_102_Upper&lt;br /&gt;
* Armor_104_Head&lt;br /&gt;
* Armor_104_Lower&lt;br /&gt;
* Armor_104_Upper&lt;br /&gt;
* Armor_105_Head&lt;br /&gt;
* Armor_105_Lower&lt;br /&gt;
* Armor_105_Upper&lt;br /&gt;
* Armor_106_Head&lt;br /&gt;
* Armor_106_Lower&lt;br /&gt;
* Armor_106_Upper&lt;br /&gt;
* Armor_112_Head&lt;br /&gt;
* Armor_112_Lower&lt;br /&gt;
* Armor_112_Upper&lt;br /&gt;
* Armor_113_Head&lt;br /&gt;
* Armor_113_Lower&lt;br /&gt;
* Armor_113_Upper&lt;br /&gt;
* Armor_114_Head&lt;br /&gt;
* Armor_114_Lower&lt;br /&gt;
* Armor_114_Upper&lt;br /&gt;
* Armor_160_Head&lt;br /&gt;
* Armor_160_Lower&lt;br /&gt;
* Armor_160_Upper&lt;br /&gt;
* Armor_202_Head&lt;br /&gt;
* Armor_202_Lower&lt;br /&gt;
* Armor_202_Upper&lt;br /&gt;
* Armor_203_Head&lt;br /&gt;
* Armor_203_Lower&lt;br /&gt;
* Armor_203_Upper&lt;br /&gt;
* Armor_204_Head&lt;br /&gt;
* Armor_204_Lower&lt;br /&gt;
* Armor_204_Upper&lt;br /&gt;
* Armor_207_Head&lt;br /&gt;
* Armor_207_Lower&lt;br /&gt;
* Armor_207_Upper&lt;br /&gt;
* Armor_208_Head&lt;br /&gt;
* Armor_208_Lower&lt;br /&gt;
* Armor_208_Upper&lt;br /&gt;
* Armor_209_Head&lt;br /&gt;
* Armor_209_Lower&lt;br /&gt;
* Armor_209_Upper&lt;br /&gt;
* Armor_212_Head&lt;br /&gt;
* Armor_212_Lower&lt;br /&gt;
* Armor_212_Upper&lt;br /&gt;
* Armor_213_Head&lt;br /&gt;
* Armor_213_Lower&lt;br /&gt;
* Armor_213_Upper&lt;br /&gt;
* Armor_214_Head&lt;br /&gt;
* Armor_214_Lower&lt;br /&gt;
* Armor_214_Upper&lt;br /&gt;
* Armor_217_Head&lt;br /&gt;
* Armor_217_Lower&lt;br /&gt;
* Armor_217_Upper&lt;br /&gt;
* Armor_218_Head&lt;br /&gt;
* Armor_218_Lower&lt;br /&gt;
* Armor_218_Upper&lt;br /&gt;
* Armor_219_Head&lt;br /&gt;
* Armor_219_Lower&lt;br /&gt;
* Armor_219_Upper&lt;br /&gt;
* Armor_227_Head&lt;br /&gt;
* Armor_227_Lower&lt;br /&gt;
* Armor_227_Upper&lt;br /&gt;
* Armor_228_Head&lt;br /&gt;
* Armor_228_Lower&lt;br /&gt;
* Armor_228_Upper&lt;br /&gt;
* Armor_229_Head&lt;br /&gt;
* Armor_229_Lower&lt;br /&gt;
* Armor_229_Upper&lt;br /&gt;
* Armor_232_Head&lt;br /&gt;
* Armor_232_Lower&lt;br /&gt;
* Armor_232_Upper&lt;br /&gt;
* Armor_233_Head&lt;br /&gt;
* Armor_233_Lower&lt;br /&gt;
* Armor_233_Upper&lt;br /&gt;
* Armor_234_Head&lt;br /&gt;
* Armor_234_Lower&lt;br /&gt;
* Armor_234_Upper}}&lt;br /&gt;
|-&lt;br /&gt;
| SkipChangeActorLinkFromUMiiOfASList || [Build] Skip changing ASUser in [[ActorLink]] according to [[UMii]]  || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_BackseatKorok_Air&lt;br /&gt;
* Npc_DeathEastHatago_001&lt;br /&gt;
* Npc_DeathWestHatago_002&lt;br /&gt;
* Npc_FaronHatago_001&lt;br /&gt;
* Npc_Gaman01_DLC2nd&lt;br /&gt;
* Npc_Gaman02_DLC2nd&lt;br /&gt;
* Npc_Gaman03_DLC2nd&lt;br /&gt;
* Npc_GerudoCanyonHatago001&lt;br /&gt;
* Npc_HiddenKorokFly&lt;br /&gt;
* Npc_HiddenKorokGround&lt;br /&gt;
* Npc_HutagoHatago_001&lt;br /&gt;
* Npc_HyruleDepthHatago005&lt;br /&gt;
* Npc_HyruleWestHatago005&lt;br /&gt;
* Npc_Kakariko014&lt;br /&gt;
* Npc_LakeSideHatago004&lt;br /&gt;
* Npc_NorthHatelHatago006&lt;br /&gt;
* Npc_OasisMilk_A&lt;br /&gt;
* Npc_OasisMilk_B&lt;br /&gt;
* Npc_OasisMilk_C&lt;br /&gt;
* Npc_RitoHatago004&lt;br /&gt;
* Npc_RiverSideHatago003&lt;br /&gt;
* Npc_TabantaBridgeHatago006&lt;br /&gt;
* Npc_TabantaHatago004&lt;br /&gt;
* Npc_TamourHatago005&lt;br /&gt;
* Npc_TamourPlainHatago_004&lt;br /&gt;
* Npc_UMiiVillage003}}&lt;br /&gt;
|-&lt;br /&gt;
| SkipChangeActorLinkFromUMiiOfPhysics || [Build] Skip changing [[Physics]] in [[ActorLink]] according to UMii || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* NPC_oasis067&lt;br /&gt;
* NPC_oasis068&lt;br /&gt;
* Npc_Attacked_006_DLC2nd&lt;br /&gt;
* Npc_Attacked_011_DLC2nd&lt;br /&gt;
* Npc_BackseatKorok_Air&lt;br /&gt;
* Npc_Road_011&lt;br /&gt;
* Npc_Road_032}}&lt;br /&gt;
|-&lt;br /&gt;
| SouthernSeries || Lurelin weapon series  || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Shield_032}}&lt;br /&gt;
|-&lt;br /&gt;
| Traveler || Roaming NPCs || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Npc_Assassin_001&lt;br /&gt;
* Npc_Assassin_002&lt;br /&gt;
* Npc_Attacked_001&lt;br /&gt;
* Npc_Attacked_002&lt;br /&gt;
* Npc_Attacked_003&lt;br /&gt;
* Npc_Attacked_004&lt;br /&gt;
* Npc_Attacked_005&lt;br /&gt;
* Npc_Attacked_006&lt;br /&gt;
* Npc_Attacked_007&lt;br /&gt;
* Npc_Attacked_008&lt;br /&gt;
* Npc_Attacked_009&lt;br /&gt;
* Npc_Attacked_010&lt;br /&gt;
* Npc_Attacked_011&lt;br /&gt;
* Npc_Attacked_012&lt;br /&gt;
* Npc_Road_001&lt;br /&gt;
* Npc_Road_002&lt;br /&gt;
* Npc_Road_003&lt;br /&gt;
* Npc_Road_004&lt;br /&gt;
* Npc_Road_005&lt;br /&gt;
* Npc_Road_006&lt;br /&gt;
* Npc_Road_007&lt;br /&gt;
* Npc_Road_008&lt;br /&gt;
* Npc_Road_009&lt;br /&gt;
* Npc_Road_010&lt;br /&gt;
* Npc_Road_011&lt;br /&gt;
* Npc_Road_012&lt;br /&gt;
* Npc_Road_013&lt;br /&gt;
* Npc_Road_014&lt;br /&gt;
* Npc_Road_015&lt;br /&gt;
* Npc_Road_016&lt;br /&gt;
* Npc_Road_017&lt;br /&gt;
* Npc_Road_018&lt;br /&gt;
* Npc_Road_019&lt;br /&gt;
* Npc_Road_020&lt;br /&gt;
* Npc_Road_021&lt;br /&gt;
* Npc_Road_022&lt;br /&gt;
* Npc_Road_023&lt;br /&gt;
* Npc_Road_024&lt;br /&gt;
* Npc_Road_025&lt;br /&gt;
* Npc_Road_026&lt;br /&gt;
* Npc_Road_027&lt;br /&gt;
* Npc_Road_028&lt;br /&gt;
* Npc_Road_029&lt;br /&gt;
* Npc_Road_030&lt;br /&gt;
* Npc_Road_031&lt;br /&gt;
* Npc_Road_032&lt;br /&gt;
* Npc_Road_033&lt;br /&gt;
* Npc_Road_034&lt;br /&gt;
* Npc_Road_035&lt;br /&gt;
* Npc_Road_036&lt;br /&gt;
* Npc_Road_037&lt;br /&gt;
* Npc_Road_040&lt;br /&gt;
* Npc_Road_041&lt;br /&gt;
* Npc_Road_042&lt;br /&gt;
* Npc_Road_043&lt;br /&gt;
* Npc_Road_044&lt;br /&gt;
* Npc_Road_045}}&lt;br /&gt;
|-&lt;br /&gt;
| UniqueSeries || Unique weapon series (this mostly exists for [[LevelSensor]]) || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_023&lt;br /&gt;
* Weapon_Bow_033&lt;br /&gt;
* Weapon_Bow_038&lt;br /&gt;
* Weapon_Bow_071&lt;br /&gt;
* Weapon_Bow_072&lt;br /&gt;
* Weapon_Lsword_020&lt;br /&gt;
* Weapon_Lsword_031&lt;br /&gt;
* Weapon_Lsword_033&lt;br /&gt;
* Weapon_Lsword_034&lt;br /&gt;
* Weapon_Lsword_035&lt;br /&gt;
* Weapon_Lsword_038&lt;br /&gt;
* Weapon_Lsword_045&lt;br /&gt;
* Weapon_Lsword_047&lt;br /&gt;
* Weapon_Lsword_051&lt;br /&gt;
* Weapon_Lsword_056&lt;br /&gt;
* Weapon_Lsword_057&lt;br /&gt;
* Weapon_Lsword_059&lt;br /&gt;
* Weapon_Lsword_060&lt;br /&gt;
* Weapon_Shield_021&lt;br /&gt;
* Weapon_Shield_030&lt;br /&gt;
* Weapon_Shield_031&lt;br /&gt;
* Weapon_Shield_033&lt;br /&gt;
* Weapon_Shield_038&lt;br /&gt;
* Weapon_Shield_057&lt;br /&gt;
* Weapon_Spear_021&lt;br /&gt;
* Weapon_Spear_022&lt;br /&gt;
* Weapon_Spear_023&lt;br /&gt;
* Weapon_Spear_030&lt;br /&gt;
* Weapon_Spear_033&lt;br /&gt;
* Weapon_Spear_034&lt;br /&gt;
* Weapon_Spear_035&lt;br /&gt;
* Weapon_Spear_036&lt;br /&gt;
* Weapon_Spear_038&lt;br /&gt;
* Weapon_Spear_047&lt;br /&gt;
* Weapon_Spear_049&lt;br /&gt;
* Weapon_Sword_021&lt;br /&gt;
* Weapon_Sword_022&lt;br /&gt;
* Weapon_Sword_033&lt;br /&gt;
* Weapon_Sword_034&lt;br /&gt;
* Weapon_Sword_035&lt;br /&gt;
* Weapon_Sword_040&lt;br /&gt;
* Weapon_Sword_043&lt;br /&gt;
* Weapon_Sword_047&lt;br /&gt;
* Weapon_Sword_051&lt;br /&gt;
* Weapon_Sword_057&lt;br /&gt;
* Weapon_Sword_058&lt;br /&gt;
* Weapon_Sword_059&lt;br /&gt;
* Weapon_Sword_070&lt;br /&gt;
* Weapon_Sword_502&lt;br /&gt;
* Weapon_Sword_503}}&lt;br /&gt;
|-&lt;br /&gt;
| Zora || Zora actors || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Dm_Npc_Zora_Hero&lt;br /&gt;
* Npc_Zora001&lt;br /&gt;
* Npc_Zora002&lt;br /&gt;
* Npc_Zora003&lt;br /&gt;
* Npc_Zora004&lt;br /&gt;
* Npc_Zora005&lt;br /&gt;
* Npc_Zora006&lt;br /&gt;
* Npc_Zora007&lt;br /&gt;
* Npc_Zora008&lt;br /&gt;
* Npc_Zora009&lt;br /&gt;
* Npc_Zora010&lt;br /&gt;
* Npc_Zora011&lt;br /&gt;
* Npc_Zora012&lt;br /&gt;
* Npc_Zora013&lt;br /&gt;
* Npc_Zora014&lt;br /&gt;
* Npc_Zora015&lt;br /&gt;
* Npc_Zora020&lt;br /&gt;
* Npc_Zora025&lt;br /&gt;
* Npc_Zora026&lt;br /&gt;
* Npc_Zora027&lt;br /&gt;
* Npc_Zora028&lt;br /&gt;
* Npc_Zora029&lt;br /&gt;
* Npc_Zora030&lt;br /&gt;
* Npc_Zora031&lt;br /&gt;
* Npc_Zora032&lt;br /&gt;
* Npc_Zora033&lt;br /&gt;
* Npc_Zora034&lt;br /&gt;
* Npc_Zora035&lt;br /&gt;
* Npc_Zora036&lt;br /&gt;
* Npc_Zora037&lt;br /&gt;
* Npc_Zora126&lt;br /&gt;
* Npc_ZoraB001}}&lt;br /&gt;
|-&lt;br /&gt;
| ZoraSeries || Zora weapon series || &amp;lt;!-- DO NOT EDIT: --&amp;gt;{{actor list|content=&lt;br /&gt;
* Weapon_Bow_014&lt;br /&gt;
* Weapon_Lsword_027&lt;br /&gt;
* Weapon_Shield_025&lt;br /&gt;
* Weapon_Spear_027&lt;br /&gt;
* Weapon_Spear_028&lt;br /&gt;
* Weapon_Spear_050&lt;br /&gt;
* Weapon_Spear_080&lt;br /&gt;
* Weapon_Sword_027}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch&amp;diff=11072</id>
		<title>Escape Ganon glitch</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Escape_Ganon_glitch&amp;diff=11072"/>
		<updated>2022-01-16T19:11:25Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: clarify what is meant by &amp;quot;malice&amp;quot; and add a reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
The [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;] is a glitch that lets Link keep the Bow of Light, but leaves the game in a strange state with many weird side effects. To make things even more confusing, the exact effects differ depending on the game version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
This article documents the effects of the glitch and attempts to explain some of the side effects.&lt;br /&gt;
&lt;br /&gt;
== Effects == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Save, warp, pass time, shrine entering restrictions === &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
It is well known that it is impossible to save or warp when fighting Calamity or Dark Beast Ganon. However, this state normally doesn&#039;t persist across save reloads. So why is saving or warping prohibited even after loading a save?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
This is because of the &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; flag, which is set right before Link is warped to Hyrule Field to face Dark Beast Ganon. It is used to spawn Dark Beast Ganon (as the name indicates); however a side effect is that any time a save with this flag set is loaded, the game automatically sets the &#039;&#039;SaveProhibition&#039;&#039;, &#039;&#039;WarpProhibition&#039;&#039;, &#039;&#039;KillTimeProhibition&#039;&#039; and &#039;&#039;EnterDungeonProhibition&#039;&#039; flags. These flags do exactly what you&#039;d expect: block saving, warping, passing time and entering shrines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It is possible to get rid of these restrictions&#039;&#039;&#039; by starting any event that ends up calling the [https://eventviewer.zeldamods.org/viewer.html?data=/d/Common.json&amp;amp;params=1&amp;amp;entry=EnableSaveAndWarp Common&amp;lt;EnableSaveAndWarp&amp;gt;] event (or sets these flags manually). This is because the exact same flags are used throughout the game to prevent warping/saving/etc. Typically, players use the gambling minigame in Lurelin Village to re-enable saves, autosaves, warps, campfires, shrine terminals.&lt;br /&gt;
&lt;br /&gt;
=== Strange animation right after loading screens === &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;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] (which is played every time Link is spawned in the main world) checks the &#039;&#039;IsPlayed_Demo146_0&#039;&#039; flag. If it is set, the player&#039;s &#039;&#039;Demo_AccelerateHorse&#039;&#039; action is called. This explains why Link does a strange looking animation whenever the player loads a save that was made after escaping Ganon.&lt;br /&gt;
&lt;br /&gt;
=== Blood moons === &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
As explained in the article on BotW&#039;s [[Time]] system and [[WorldMgr]], &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; prevents the [[blood moon]] cutscene from being triggered at midnight. However, the blood moon timer still advances and blood moons are still scheduled as usual, which is why malice particles still appear before abruptly disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
Unfortunately, nothing ever unsets the &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; flag so it is not possible to get blood moons to occur naturally. The only way to get a blood moon to trigger is to advance time manually by sleeping or waiting at a campfire, as none of the blood moon inhibiting flags are checked when the player does so. Probably an oversight.&lt;br /&gt;
&lt;br /&gt;
=== Missing NPCs, shrines, enemies, etc. === &amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
This is the most noticeable effect. After performing the glitch, shrines, most NPCs and enemies and towers either only spawn partly or not at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
This is explained by a quirk in the [[Placement]] code. The &#039;&#039;exact&#039;&#039; spawn logic is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
If:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
* [1.0.0-1.2.0] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; is set&lt;br /&gt;
* [1.3.0+] &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; &#039;&#039;IsPlayed_Demo145_0&#039;&#039; is set&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
and if a map object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
* is not &#039;&#039;Enemy_GanonBeast&#039;&#039; and profile&amp;lt;ref&amp;gt;There are different kinds of [[actor]]s (entities) in BotW. Profiles are pretty much categories that allow Nintendo to reuse the same base code internally for different but similar actors.&amp;lt;/ref&amp;gt; name is &#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; or &#039;&#039;Guardian&#039;&#039;, or contains &#039;&#039;NPC&#039;&#039; (e.g. &#039;&#039;NPC&#039;&#039;, &#039;&#039;DemoNPC&#039;&#039;)&lt;br /&gt;
* or is called exactly &#039;&#039;Enemy_Guardian_A&#039;&#039;&lt;br /&gt;
* or has &#039;&#039;Entrance&#039;&#039; or &#039;&#039;WarpPoint&#039;&#039; or &#039;&#039;Terminal&#039;&#039; in its unit config name&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
then it is not spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Moreover, if that object belongs to a placement group (i.e. if it is linked to other map objects in the [[map unit]]), that entire group is not spawned.&lt;br /&gt;
&lt;br /&gt;
==== Explanation ==== &amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:23--&amp;gt;&lt;br /&gt;
This explains why NPCs, most enemies and shrines do not spawn after escaping the battle -- they&#039;re specifically excluded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
This is also why towers look strange -- they are always tied to &#039;&#039;FldObj_DownloadTerminal_A_01&#039;&#039; (Sheikah download terminal) and &#039;&#039;DgnObj_WarpPoint_A_01&#039;&#039; (warp pad) objects, so the majority of the map objects that make up a Sheikah Tower end up being &#039;&#039;not&#039;&#039; spawned either. This is a side effect of removing shrines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
Similarly, shrine interiors are invisible because the entire shrine model is a single object that is linked to the shrine&#039;s Sheikah monk, who is an NPC.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
Additionally, this reveals why the Digdogg Suspension Bridge is invisible after activating the final boss sequence: the map objects are internally called &#039;&#039;FldObj_RockBridgeGerudoEntrance_A_01&#039;&#039;, and because of Nintendo&#039;s stupidly broad object name blacklist, the bridge objects end up being excluded from spawning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:27--&amp;gt;&lt;br /&gt;
Also, the only reason why Moldugas spawn at all is because a Zelda developer made a typo. The profile for Moldugas is supposed to be &#039;&#039;Sandworm&#039;&#039;, not &#039;&#039;SandWorm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Nintendo&#039;s broken patch ==== &amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:29--&amp;gt;&lt;br /&gt;
&#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; is set when the player triggers the final boss sequence in the castle sanctum. On the other hand, &#039;&#039;IsPlayed_Demo145_0&#039;&#039; is set after Calamity Ganon (&amp;quot;incomplete Ganon&amp;quot;) dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
So why does 1.3.0 check &#039;&#039;IsPlayed_Demo145_0&#039;&#039; in addition to &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:31--&amp;gt;&lt;br /&gt;
This is because Nintendo changed some save data in 1.2.0 in an attempt to patch a closely related glitch: since 1.2.0, the &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; flag is not loaded from or written to save files anymore. Therefore, to ensure that &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; always has the correct value, they must now rely on a different endgame flag, and they chose &#039;&#039;IsPlayed_Demo145_0&#039;&#039; for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
Astute readers will notice that 1.2.0 is the version on which reloading a save causes NPCs, shrines and other excluded actors to reappear. This is simply because a save reload on 1.2.0 and any newer version causes &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; to be reset to its default value (false), so on 1.2.0 none of that special spawning logic is used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:33--&amp;gt;&lt;br /&gt;
1.3.0 is the first version on which this trick doesn&#039;t work anymore because &#039;&#039;IsPlayed_Demo145_0&#039;&#039; is always saved and loaded properly. Master Mode, Trial of the Sword, dying, killing Ganon, dying, etc. all have no effects. The only way to get out of this state is to reset &#039;&#039;the&#039;&#039; flag, and unfortunately, there is nothing the player can do to reset IsPlayed flags. &lt;br /&gt;
&lt;br /&gt;
=== Runes (amiibo, Master Cycle Zero) === &amp;lt;!--T:34--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Just like other parts of the game, the amiibo and Master Cycle Zero runes use IsPlayed_Demo flags to decide whether rune usage should be restricted. So let&#039;s start with a list of relevant [[Demo]] cutscenes and their descriptions (translated + Nintendo&#039;s internal official description in Japanese):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:36--&amp;gt;&lt;br /&gt;
* Demo141_0: Hyrule Castle Citadel - Windblight Ganon Appears ハイラル城本丸・カースガノン（風）登場&lt;br /&gt;
* Demo141_1: Hyrule Castle Citadel - Fireblight Ganon Appears ハイラル城本丸・カースガノン（火）登場&lt;br /&gt;
* Demo141_2: Hyrule Castle Citadel - Thunderblight Ganon Appears  ハイラル城本丸・カースガノン（雷）登場&lt;br /&gt;
* Demo141_3: Hyrule Castle Citadel - Waterblight Ganon Appears  ハイラル城本丸・カースガノン（水）登場&lt;br /&gt;
* Demo142_0: Hyrule Castle Citadel - Ganon&#039;s Incomplete Form Appears ハイラル城本丸・不完全体ガノン登場&lt;br /&gt;
* Demo143_4: Hyrule Castle Citadel · Divine Beast Beam Bullet ハイラル城本丸・神獣ビーム着弾&lt;br /&gt;
* Demo145_0: Hyrule Castle Citadel · Ganon&#039;s Incomplete Form Dies  ハイラル城本丸・不完全体ガノン死亡&lt;br /&gt;
* Demo146_0: Hyrule Field - Beast Ganon Appears  ハイラル平原・魔獣ガノン登場&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
For the amiibo rune, if &#039;&#039;Demo146_0&#039;&#039;, &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; or &#039;&#039;Demo142_0&#039;&#039; have been played, the player cannot use amiibo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:38--&amp;gt;&lt;br /&gt;
The Master Cycle Zero checks are slightly different (and it&#039;s very obvious they copy-pasted the amiibo code…):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:39--&amp;gt;&lt;br /&gt;
* If &#039;&#039;Demo146_0&#039;&#039; has been played, the player is explicitly allowed to use the motorcycle.&lt;br /&gt;
* If &#039;&#039;Demo141_{0,1,2,3}&#039;&#039; or &#039;&#039;Demo142_0&#039;&#039; have been played, they cannot use the motorcycle.&lt;br /&gt;
* Otherwise, Link can use the motorcycle if he is not on the main map. So he can spawn it in the Trial of the Sword after escaping the Ganon fight.&lt;br /&gt;
&lt;br /&gt;
=== EX Quests === &amp;lt;!--T:40--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:41--&amp;gt;&lt;br /&gt;
If Demo146_0 has been played, the EX Trial of the Sword and Champion&#039;s Ballad quests will not start. Nintendo explicitly checks the flag in both cases.&lt;br /&gt;
&lt;br /&gt;
=== Bow of Light and Master Sword === &amp;lt;!--T:42--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:43--&amp;gt;&lt;br /&gt;
&#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039; also controls the Bow of Light static spawn. Additionally, the Master Sword will always be in its powered up form (&amp;quot;true form&amp;quot;) as long as this flag is set.&lt;br /&gt;
&lt;br /&gt;
=== Divine Beast lasers and ancient pillars === &amp;lt;!--T:44--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:45--&amp;gt;&lt;br /&gt;
&#039;&#039;IsPlayed_Demo145_0&#039;&#039; being set enables &amp;quot;final boss mode&amp;quot; in effect code. The only significant effect is that the divine beast lasers are disabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:46--&amp;gt;&lt;br /&gt;
&#039;&#039;IsPlayed_Demo147_0&#039;&#039; (sealing Ganon cutscene) makes malice&amp;lt;ref&amp;gt;Any map object with &amp;quot;Grudge&amp;quot; in its UnitConfigName property&amp;lt;/ref&amp;gt; disappear&amp;lt;ref&amp;gt;{{addr|a=0x7100d21208|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt; and the ancient pillars around Hyrule Castle glow blue.&lt;br /&gt;
&lt;br /&gt;
=== Instant teleport back to Calamity === &amp;lt;!--T:47--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:48--&amp;gt;&lt;br /&gt;
Similarly to &#039;&#039;LastBossGanonBeastGenerateFlag&#039;&#039;, &#039;&#039;LastBossIncompleteGanonGenerateFlag&#039;&#039; is set right before entering the Calamity Ganon fight to make him spawn and unset as soon as he&#039;s defeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:49--&amp;gt;&lt;br /&gt;
This flag results in a strange side effect. Every frame, if this flag is set, and if Link&#039;s Y coordinate is lower than 170.0, Link is warped back to (-254.0, 191.0, -1026.0).&lt;br /&gt;
&lt;br /&gt;
== The Bird-Man minigame escape exploit == &amp;lt;!--T:50--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:51--&amp;gt;&lt;br /&gt;
The Bird-Man minigame can also be used to escape Ganon. That exploit is the reason why keeping the Bow of Light and still being able to play the game normally was possible on 1.2.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:52--&amp;gt;&lt;br /&gt;
The way it works is that you start the minigame and then trigger the Calamity Ganon cutscene by landing in the castle sanctum. As soon as the cutscene finishes, the minigame ends and Link has now successfully escaped Ganon, with all of the aforementioned endgame flags still set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:53--&amp;gt;&lt;br /&gt;
In versions up to 1.1.2, this causes serious breakage as most of those end-game flags are written to save files (including &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:54--&amp;gt;&lt;br /&gt;
Someone made a video about it and Nintendo apparently thought the glitch was serious enough to warrant a special patch.&lt;br /&gt;
&lt;br /&gt;
=== Nintendo&#039;s fix === &amp;lt;!--T:55--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:56--&amp;gt;&lt;br /&gt;
The simple and easy fix would have been to just not spawn the Calamity trigger while the minigame is active, but that&#039;s not how they decided to patch it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:57--&amp;gt;&lt;br /&gt;
Because they knew about the effects of the &#039;&#039;FirstInHyruleCastleBossRoom&#039;&#039; flag, they changed GameData configuration to &#039;&#039;not&#039;&#039; save that flag, so NPCs, shrines, enemies and towers wouldn&#039;t disappear even after doing the glitch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:58--&amp;gt;&lt;br /&gt;
They also edited the birdman minigame event (&#039;&#039;MiniGame_HillTower_BirdMan&#039;&#039;) to always manually reset some effects of landing in the castle sanctum:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:59--&amp;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;
&amp;lt;!--T:60--&amp;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 == &amp;lt;!--T:61--&amp;gt;&lt;br /&gt;
* [[GameData]] configuration&lt;br /&gt;
* [[PlacementMgr]]&lt;br /&gt;
* [[Versions]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Beco&amp;diff=11034</id>
		<title>Beco</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Beco&amp;diff=11034"/>
		<updated>2021-11-24T01:22:16Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Getting data for a given coordinate */ replace pseudocode with actual C++ source code (from the decomp project)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&#039;&#039;&#039;beco&#039;&#039;&#039; is a file format that is used for storing per-coordinate data.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
beco files are little endian on Switch and big endian on Wii U.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Magic (0x00112233)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of rows&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Divisor&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32[num_rows] || Offsets to row data, divided by 2 and relative to the start of the row section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
==== Segment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Custom data&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Length (X axis)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This structure is repeated until the entire row has been covered by segments. The sum of all segment lengths is equal to the length of the map on the X axis. &lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Getting data for a given coordinate ===&lt;br /&gt;
The algorithm that returns the custom data that is associated with a coordinate is very simple. It consists of determining the correct row index in the table, then iterating over segments in that row and returning the segment data when the X coordinate is within its bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
s32 Ecosystem::getMapArea(const EcoMapInfo&amp;amp; info, f32 posX, f32 posZ) const {&lt;br /&gt;
    posX = sead::Mathf::clamp(posX, -5000.0f, 4999.0f);&lt;br /&gt;
    posZ = sead::Mathf::clamp(posZ, -4000.0f, 4000.0f);&lt;br /&gt;
&lt;br /&gt;
    const auto epsilon = [](float n) { return n &amp;gt;= 0.0f ? 0.5f : -0.5f; };&lt;br /&gt;
&lt;br /&gt;
    s32 x = s32(posX + 5000.0f + epsilon(posX + 5000.0f));&lt;br /&gt;
    s32 z = s32(posZ + 4000.0f + epsilon(posZ + 4000.0f)) / info.mHeader-&amp;gt;divisor;&lt;br /&gt;
    s32 row = sead::Mathi::clamp(z, 0, info.mHeader-&amp;gt;num_rows - 2);&lt;br /&gt;
&lt;br /&gt;
    if (info.mHeader-&amp;gt;divisor == 10)&lt;br /&gt;
        x /= 10;&lt;br /&gt;
&lt;br /&gt;
    if (info.mRowOffsets[row] &amp;gt;= info.mRowOffsets[row + 1])&lt;br /&gt;
        return -1;&lt;br /&gt;
&lt;br /&gt;
    auto* segmentEnd = reinterpret_cast&amp;lt;const Segment*&amp;gt;(info.mRows + 2 * info.mRowOffsets[row + 1]);&lt;br /&gt;
    auto* segment = reinterpret_cast&amp;lt;const Segment*&amp;gt;(info.mRows + 2 * info.mRowOffsets[row]);&lt;br /&gt;
    s32 totalLength = 0;&lt;br /&gt;
    while (true) {&lt;br /&gt;
        totalLength += segment-&amp;gt;length;&lt;br /&gt;
        if (x &amp;lt; totalLength)&lt;br /&gt;
            break;&lt;br /&gt;
        ++segment;&lt;br /&gt;
        if (segment &amp;gt;= segmentEnd)&lt;br /&gt;
            return -1;&lt;br /&gt;
    }&lt;br /&gt;
    return segment-&amp;gt;value;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: https://github.com/zeldaret/botw/blob/022f029db1ef03d900fb54bad0807939c9695720/src/KingSystem/Ecosystem/ecoSystem.cpp#L100&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
beco files are used in &#039;&#039;Breath of the Wild&#039;&#039; to map coordinates to arbitrary u16 data. Three beco files are used for different purposes: [[FieldMapArea.beco]], [[MapTower.beco]] and [[LoadBalancer.beco]].&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;br /&gt;
[[Category:File extensions]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Software_libraries&amp;diff=10997</id>
		<title>Software libraries</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Software_libraries&amp;diff=10997"/>
		<updated>2021-06-12T21:26:13Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* NintendoSDK */ libcurl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like many modern games, &#039;&#039;Breath of the Wild&#039;&#039; makes heavy use of &#039;&#039;&#039;software libraries&#039;&#039;&#039; to reuse existing code and save development time.&lt;br /&gt;
&lt;br /&gt;
The following list only applies to the Switch 1.5.0 version, even though the Wii U version is likely to share most libraries.&lt;br /&gt;
&lt;br /&gt;
== NintendoSDK ==&lt;br /&gt;
* NintendoSDK multimedia&lt;br /&gt;
* NintendoSDK nnSdk&lt;br /&gt;
* NintendoSDK gfx 4.4.0&lt;br /&gt;
* NintendoSDK NEX 4.2.1 (only in newer versions; used for [[PosTrackerUploader]] and scrapped save transfer functionality)&lt;br /&gt;
* NintendoSDK libcurl 4.4.0 (only statically linked in newer versions; used for [[PosTrackerUploader]] and scrapped save transfer functionality; dynamically linked in a subsdk in earlier versions of BotW)&lt;br /&gt;
&lt;br /&gt;
Symbols for these libraries can be obtained in early versions of Splatoon 2 (&amp;lt;=3.1.0) or Super Mario Odyssey.&lt;br /&gt;
&lt;br /&gt;
== NintendoWare ==&lt;br /&gt;
* NintendoWare G3d 4.4.0&lt;br /&gt;
* NintendoWare Vfx 4.4.0&lt;br /&gt;
* NintendoWare Font 4.4.0&lt;br /&gt;
* NintendoWare Ui2d 4.4.0&lt;br /&gt;
* NintendoWare Atk 4.4.0&lt;br /&gt;
* NintendoWare ptcl (particle system)&lt;br /&gt;
&lt;br /&gt;
Symbols for these libraries can be obtained in early versions of Splatoon 2 (&amp;lt;=3.1.0) or Super Mario Odyssey.&lt;br /&gt;
&lt;br /&gt;
== [[Havok]] ==&lt;br /&gt;
* Havok 2014_2&lt;br /&gt;
* Havok AI 2014_2 (only for NavMesh?)&lt;br /&gt;
* Havok Animation 2014_2&lt;br /&gt;
* Havok Cloth 2014_2&lt;br /&gt;
* Havok Physics2012 2014_2&lt;br /&gt;
&lt;br /&gt;
There are no known titles that shipped with symbols for the Havok library on Switch.&lt;br /&gt;
&lt;br /&gt;
== Nintendo ==&lt;br /&gt;
* al::ByamlIter ([[BYML]] library from Super Mario Odyssey)&lt;br /&gt;
* aal (audio)&lt;br /&gt;
* agl (graphics, lighting, parameter utils including [[AAMP]])&lt;br /&gt;
* eui (UI)&lt;br /&gt;
* EventFlow (aka evfl) (event flow library: implements [[BFEVFL]]) and ore:: (utilities for the EventFlow library)&lt;br /&gt;
* gsys (graphics, models)&lt;br /&gt;
* LinkCommon&lt;br /&gt;
:* EffectLink (ELink)&lt;br /&gt;
:* SoundLink (SLink)&lt;br /&gt;
* NW_Cafe_G3d (aka g3d)&lt;br /&gt;
* nw_ptcl (aka ptcl)&lt;br /&gt;
* sead (framework and core utils)&lt;br /&gt;
* Visualizer (shader debug tools)&lt;br /&gt;
&lt;br /&gt;
Symbols for all of these except EventFlow can be found in Splatoon 2 (&amp;lt;= 3.1.0). Symbols for EventFlow are available in Splatoon 2 3.1.0.&lt;br /&gt;
&lt;br /&gt;
=== Libraries that are not used ===&lt;br /&gt;
* elua: event flows are used instead.&lt;br /&gt;
* kcol: BotW uses Havok for physics and collision.&lt;br /&gt;
* Terrain: BotW&#039;s Terrain code is exclusive to BotW and part of ksys.&lt;br /&gt;
* AnimationSequence: BotW does have AnimationSequence resources and code, but the AnimationSequence library under the as:: namespace seems to be a separate thing (possibly a standalone version of BotW&#039;s AS code?)&lt;br /&gt;
* LunchPack: BotW uses its own engine and framework (ksys).&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10996</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10996"/>
		<updated>2021-05-28T17:31:25Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Relocation table */ fix code formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart** || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline** || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: &amp;lt;code&amp;gt;reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Compact representation of bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Next index if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Next index if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The compact representation of the bit index has two parts:&lt;br /&gt;
* Bits 3-7: index of the byte that should be checked&lt;br /&gt;
* Bits 0-2: index of the bit in that byte&lt;br /&gt;
&lt;br /&gt;
A bit index can be translated to its compact representation using:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
def get_compact_representation(bit_idx: int) -&amp;gt; int:&lt;br /&gt;
    byte_idx = bit_idx // 8&lt;br /&gt;
    return (byte_idx &amp;lt;&amp;lt; 3) | (bit_idx - 8*byte_idx)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetaData.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || Wide string (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || WString[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wide strings use wchar_t which is 32-bit long on Switch.&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10995</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10995"/>
		<updated>2021-05-28T16:20:39Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Header */ fix missing level of indirection for flowcharts and timelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart** || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline** || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: `reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset`&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Compact representation of bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Next index if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Next index if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The compact representation of the bit index has two parts:&lt;br /&gt;
* Bits 3-7: index of the byte that should be checked&lt;br /&gt;
* Bits 0-2: index of the bit in that byte&lt;br /&gt;
&lt;br /&gt;
A bit index can be translated to its compact representation using:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
def get_compact_representation(bit_idx: int) -&amp;gt; int:&lt;br /&gt;
    byte_idx = bit_idx // 8&lt;br /&gt;
    return (byte_idx &amp;lt;&amp;lt; 3) | (bit_idx - 8*byte_idx)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetaData.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || Wide string (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || WString[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wide strings use wchar_t which is 32-bit long on Switch.&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10992</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10992"/>
		<updated>2021-05-26T13:24:26Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* ContainerItemData */ wide strings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart* || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline* || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: `reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset`&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Compact representation of bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Next index if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Next index if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The compact representation of the bit index has two parts:&lt;br /&gt;
* Bits 3-7: index of the byte that should be checked&lt;br /&gt;
* Bits 0-2: index of the bit in that byte&lt;br /&gt;
&lt;br /&gt;
A bit index can be translated to its compact representation using:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
def get_compact_representation(bit_idx: int) -&amp;gt; int:&lt;br /&gt;
    byte_idx = bit_idx // 8&lt;br /&gt;
    return (byte_idx &amp;lt;&amp;lt; 3) | (bit_idx - 8*byte_idx)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetaData.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || Wide string (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || WString[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wide strings use wchar_t which is 32-bit long on Switch.&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10991</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10991"/>
		<updated>2021-05-26T13:22:41Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Container */ ore::ResMetaData, not ore::ResMetadata&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart* || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline* || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: `reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset`&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Compact representation of bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Next index if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Next index if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The compact representation of the bit index has two parts:&lt;br /&gt;
* Bits 3-7: index of the byte that should be checked&lt;br /&gt;
* Bits 0-2: index of the bit in that byte&lt;br /&gt;
&lt;br /&gt;
A bit index can be translated to its compact representation using:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
def get_compact_representation(bit_idx: int) -&amp;gt; int:&lt;br /&gt;
    byte_idx = bit_idx // 8&lt;br /&gt;
    return (byte_idx &amp;lt;&amp;lt; 3) | (bit_idx - 8*byte_idx)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetaData.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || (not implemented) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || (not implemented) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10990</id>
		<title>BFEVFL</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=BFEVFL&amp;diff=10990"/>
		<updated>2021-05-26T13:22:13Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: fix incorrect documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BFEVFL&#039;&#039;&#039; is a binary file format for [[Event flow|&#039;&#039;&#039;ev&#039;&#039;&#039;ent &#039;&#039;&#039;fl&#039;&#039;&#039;ows]].&amp;lt;/onlyinclude&amp;gt; In &#039;&#039;Breath of the Wild&#039;&#039; and other Nintendo games such as &#039;&#039;Splatoon 2&#039;&#039; and &#039;&#039;Link&#039;s Awakening&#039;&#039;, binary event flows are parsed by Nintendo&#039;s EventFlow/evfl library.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
BFEVFL is a format that supports both big endian and little endian; however, event flows typically use little endian even on Wii U, as is the case in &#039;&#039;Breath of the Wild&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
BFEVFL uses pointers very heavily to refer to strings, to other sections, etc. All pointers are always 64-bit long -- this is because the same format is used on 64-bit platforms like the Switch. Pointers must be present in the [[#Relocation table]] if the file is to be loaded correctly by the official EventFlow code.&lt;br /&gt;
&lt;br /&gt;
As a direct consequence, most sections don&#039;t have any fixed order. Therefore, this article will only document the data structures and mention the order Nintendo places sections in. For more details, it is recommended to look at the [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt; library] directly.&lt;br /&gt;
&lt;br /&gt;
Another consequence is that sections must be aligned to 8-byte boundaries in most cases to avoid unaligned memory accesses (this is not as important for strings).&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[8] || Magic (&amp;quot;BFEVFL\x00\x00&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u8 || Version (major)&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 || Version (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u8 || Version (patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xb || u8 || Version (sub-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || s16 || Byte order mark&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u8 || Alignment (to get the actual value: 1 &amp;lt;&amp;lt; raw_value)&lt;br /&gt;
|-&lt;br /&gt;
| 0xf || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || File name offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Is relocated flag (set in memory)&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || First block offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || int || Relocation table offset&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || int || File size&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || u16 || Number of [[#Flowchart|flowchart]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || u16 || Number of [[#Timeline|timeline]]s&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Flowchart* || Flowchart (nullptr if no flowchart)&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Dictionary|Dictionary]]* || Flowchart name dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Timeline* || Timeline (nullptr if no timeline)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Dictionary* || Timeline name dictionary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: 0x0-0x20 are just a standard ore::BinaryFileHeader (which is identical to nn::util::BinaryFileHeader).&lt;br /&gt;
&lt;br /&gt;
=== Relocation table ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::RelocationTable.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;RELT&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || int || Offset to relocation table start (&amp;lt;code&amp;gt;table_start_offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Number of sections&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Section[num_sections] || Sections&lt;br /&gt;
|-&lt;br /&gt;
| - || Entry[...] || Section entries (emitted in the same order as each section)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the number of sections is almost always 1 because a single section can already fit 2^32 - 1 entries. If you need more than 4 billion entries, you are probably doing something &#039;&#039;very wrong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The table base pointer is calculated as follows: `reinterpret_cast&amp;lt;char*&amp;gt;(&amp;amp;table) - table_start_offset`&lt;br /&gt;
&lt;br /&gt;
==== Relocation table section ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || void* || Optional base pointer (&amp;lt;code&amp;gt;ptr&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || int || Optional base pointer offset (&amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || int || Size&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || int || Index of the first entry in this section&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || int || Number of entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base pointer (&amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;) is calculated as follows:&lt;br /&gt;
* If the optional base pointer field is nullptr, the base pointer is equal to the table base pointer.&lt;br /&gt;
* Otherwise, it is equal to &amp;lt;code&amp;gt;ptr - offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Relocation table entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Offset to pointers to relocate, relative to the table base pointer&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Bit field that determines which pointers need to be relocated (up to 32 contiguous pointers starting from the listed offset)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets are treated as signed 32-bit integers.&lt;br /&gt;
&lt;br /&gt;
Pointers are relocated by overwriting each 64-bit pointer field with &amp;lt;code&amp;gt;base + offset&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== String pool ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::StringPool.)&lt;br /&gt;
&lt;br /&gt;
The string pool starts with the &amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt; magic and contains 2-byte aligned strings. The magic is not checked at all since strings are directly referred to using pointers.&lt;br /&gt;
&lt;br /&gt;
All strings in the pool are Pascal strings, i.e. length-prefixed strings. The length is an unsigned 16 bit integer. Strings are stored in reverse order of their binary representation.&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResDic.)&lt;br /&gt;
&lt;br /&gt;
A dictionary is a data structure that is used to quickly look up the index of an element based on its name. Thus, they are always used in conjunction with an array of elements. However, the way the dictionary and the array are associated depends on the structure.&lt;br /&gt;
&lt;br /&gt;
BFEVFL dictionaries are essentially binary radix trees (also called PATRICIA trees or tries). The structure contains a binary search tree and bit-by-bit comparisons of strings are done to navigate through it. It is extremely similar to the Wii U [[BFRES]] &amp;quot;index group&amp;quot; structure, but with significant changes to the algorithm. The Switch BFRES format shares the same algorithm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;DIC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Number of entries (ignoring root entry)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Entry || Root entry (bit index is &amp;lt;code&amp;gt;0xffffffff&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Entry[num_entries] || Entries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dictionary entry ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u32 || Compact representation of bit index&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Next index if bit is 0&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Next index if bit is 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The compact representation of the bit index has two parts:&lt;br /&gt;
* Bits 3-7: index of the byte that should be checked&lt;br /&gt;
* Bits 0-2: index of the bit in that byte&lt;br /&gt;
&lt;br /&gt;
A bit index can be translated to its compact representation using:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
def get_compact_representation(bit_idx: int) -&amp;gt; int:&lt;br /&gt;
    byte_idx = bit_idx // 8&lt;br /&gt;
    return (byte_idx &amp;lt;&amp;lt; 3) | (bit_idx - 8*byte_idx)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;Hello&amp;lt;/code&amp;gt; corresponds to 100100001100101011011000110110001101111. Bits 0-3 are 1, bit 4 is 0, etc.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is ore::ResMetadata.)&lt;br /&gt;
&lt;br /&gt;
Containers are key-value mappings with keys being strings. A [[#Dictionary]] is used to store keys.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerItem || Root container structure (data type is &amp;lt;code&amp;gt;Container&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItem ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || ContainerDataType (u8) || Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0x1 || u8 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || u16 || Number of items&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || Dictionary (only for the Container data type)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || ContainerItemData || Data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerItemData ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Data !! Number of items&lt;br /&gt;
|-&lt;br /&gt;
| Argument || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Container || ContainerItem*[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Int || Signed 32-bit integer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bool || 0x80000001 if true, 0x00000000 otherwise || 1&lt;br /&gt;
|-&lt;br /&gt;
| Float || binary32 floating point number || 1&lt;br /&gt;
|-&lt;br /&gt;
| String || String (not in string pool, follows item structure immediately) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide string (&amp;quot;wstring&amp;quot;) || (not implemented) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Int array || Int[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Bool array || Bool[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| Float array || Float[n] || n&lt;br /&gt;
|-&lt;br /&gt;
| String array || String[n] (aligned to 8-byte boundaries this time) || n&lt;br /&gt;
|-&lt;br /&gt;
| Wstring array || (not implemented) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Actor identifier || Two strings: actor name + secondary name || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ContainerDataType enum ====&lt;br /&gt;
The following enum definition is complete and all names are official&amp;lt;ref&amp;gt;0x7101DA3EC8 in Switch 1.5.0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Argument&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Container&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Int&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bool&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Float&lt;br /&gt;
|-&lt;br /&gt;
| 5 || String&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wide string (&amp;quot;wstring&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Int array&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bool array&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Float array&lt;br /&gt;
|-&lt;br /&gt;
| 10 || String array&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Wstring array&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Actor identifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResActor.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Secondary name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || PascalString* || Argument name&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || [[#evfl::ResAction]]* || Pointer to array of actions (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || [[#evfl::ResQuery]]* || Pointer to array of queries (strings)&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Container* || Parameters&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || u16 || Number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || u16 || Number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || u16 || Entry point index for associated entry point (0xffff if none)&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || u8 || Cut number? This is set to 1 for flowcharts. Timeline actors sometimes use a different value here. {{check}} In BotW, this value is passed as the @MA actor parameter&amp;lt;ref&amp;gt;Switch 1.5.0 0x7100DA8628&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x37 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== evfl::ResAction ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
==== evfl::ResQuery ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
==== EventType enum ====&lt;br /&gt;
(The official name for this enum in the EventFlow library is evfl::ResEvent::EventType::Type.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Action || Invokes an actor function (&amp;quot;action&amp;quot;) with no return value.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Switch || Invokes an actor function (&amp;quot;query&amp;quot;) with an int return value and branches execution flow depending on it. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fork || Branches execution flow unconditionally.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Join || Used to reunify execution flow after a fork finishes executing.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sub flow || Invokes an entry point in the same or in a different event flow. Similar to a function call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Main event structure ====&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEvent.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Offset&lt;br /&gt;
!rowspan=2|Type&lt;br /&gt;
!colspan=5|Description&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Switch !! Fork !! Join !! Sub flow&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* ||colspan=5| Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || EventType (u8) ||colspan=5| Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x9 || u8 ||colspan=5| Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Next event index || Number of cases (&amp;gt;=0) || Number of forks (&amp;gt;0) ||colspan=2| Next event index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u16 ||colspan=2| Actor index || Join event index (required) ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0xe || u16 || Actor action index || Actor query index ||colspan=3| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || void* ||colspan=2| Container* (optional parameters) || u16* (fork event indexes) || Unused || Container* (optional parameters)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || void* || Unused || SwitchCases* (0x0: u32 value, 0x4: u16 event index, 0x6: u16 padding) ||colspan=2| Unused || PascalString* (flowchart name)&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || void* ||colspan=4| Unused || PascalString* (entry point name)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entry point ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResEntryPoint.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16* || Sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || Dictionary* || VariableDef names (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || VariableDef* || VariableDefs (parsed by the evfl lib, but unused by BotW)&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of sub flow event indices&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of variable definitions&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Main event index. 0xffff if the entry point doesn&#039;t point to any event. &lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResFlowchart.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;EVFL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Total number of queries&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Number of events&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of entry points&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Event* || Events&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Dictionary* || Entry point dictionary&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || EntryPoint* || Entry points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || char[4] || Magic (&amp;quot;TLIN&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || String pool offset (relative to this structure)&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u32 || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || u16 || Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || u16 || Total number of actions&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || u16 || Number of clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x1a || u16 || Number of oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c || u16 || Number of subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x1e || u16 || Number of cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Actor* || Actors&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || [[#Clip]]* || Clips&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || [[#Oneshot]]* || Oneshots&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || [[#Trigger]]* || Triggers (exactly 2 per clip)&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || [[#Subtimeline]]* || Subtimelines&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || [[#Cut]]* || Cuts&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clip ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResClip.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || float || Duration&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0xa || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0xc || u8 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0xd || u8[3] || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oneshot ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResOneshot.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Time&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u16 || Actor index&lt;br /&gt;
|-&lt;br /&gt;
| 0x6 || u16 || Actor action index&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || void* || Padding&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResTrigger.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || u16 || Clip index&lt;br /&gt;
|-&lt;br /&gt;
| 0x2 || [[#TriggerType]] || Trigger type&lt;br /&gt;
|-&lt;br /&gt;
| 0x3 || u8 || Padding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TriggerType ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Enter - triggered when a clip starts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Leave - triggered when a clip ends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResCut.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || float || Start time {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4 || u32 || ? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x8 || PascalString* || Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Container* || Parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtimeline ===&lt;br /&gt;
(The official name for this structure in the EventFlow library is evfl::ResSubtimeline.)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0 || PascalString* || Subtimeline name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section order ==&lt;br /&gt;
=== File ===&lt;br /&gt;
* Header (0x48 bytes)&lt;br /&gt;
* Flowchart* array if it exists&lt;br /&gt;
* Flowchart dictionary (always)&lt;br /&gt;
* Timeline* array if it exists&lt;br /&gt;
* Timeline dictionary (always)&lt;br /&gt;
* Timeline&lt;br /&gt;
* Flowchart&lt;br /&gt;
* String pool (&amp;lt;code&amp;gt;STR &amp;lt;/code&amp;gt;)&lt;br /&gt;
* Relocation table (&amp;lt;code&amp;gt;RELT&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* Actor param containers, evfl::ResAction&lt;br /&gt;
* Parameter container&lt;br /&gt;
* Timeline header&lt;br /&gt;
* Actors&lt;br /&gt;
* Clips&lt;br /&gt;
* Oneshots {{check}}&lt;br /&gt;
* Subtimelines&lt;br /&gt;
* Triggers&lt;br /&gt;
* Cuts&lt;br /&gt;
* Clip param containers&lt;br /&gt;
* Oneshot param containers {{check}}&lt;br /&gt;
* Cut param containers {{check}}&lt;br /&gt;
&lt;br /&gt;
=== Flowchart ===&lt;br /&gt;
* Flowchart header&lt;br /&gt;
* Actors&lt;br /&gt;
:* Argument name is put in the string pool.&lt;br /&gt;
* Events&lt;br /&gt;
* Entry point dictionary&lt;br /&gt;
* Entry points&lt;br /&gt;
* Event param containers, fork structs, etc. (in order)&lt;br /&gt;
* Actor param containers, string pointer arrays (in order)&lt;br /&gt;
* Entry point extra data&lt;br /&gt;
:* Sub flow event index arrays are written here&lt;br /&gt;
:* ptr_x10 data may be written here? (ptr_x10 has always been a nullptr in files that have been checked by [[User:leoetlino|leoetlino]].)&lt;br /&gt;
:* The size for each entry point is sizeof(event_idx_array) rounded up to the nearest multiple of 8 + 0x18 bytes.&lt;br /&gt;
&lt;br /&gt;
=== Container ===&lt;br /&gt;
* Container header (variable size)&lt;br /&gt;
* Container dictionary&lt;br /&gt;
* Container items (+ values)&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
BFEVFL is used as the underlying format for event flows in the release versions. They are always stored under [[Content/EventFlow|EventFlow]] and have &amp;quot;bfevfl&amp;quot; (for flowcharts) and &amp;quot;bfevtm&amp;quot; (for timelines) as their file extensions.&lt;br /&gt;
&lt;br /&gt;
For development versions, it appears that a different, non-binary format was used (&amp;quot;evfl&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [https://github.com/leoetlino/evfl &amp;lt;code&amp;gt;evfl&amp;lt;/code&amp;gt;]: Python library for parsing and writing event flows&lt;br /&gt;
* [https://github.com/leoetlino/event-editor EventEditor]: graphical editor for event flows&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10989</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10989"/>
		<updated>2021-05-18T13:16:15Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Modded Wii U with Homebrew Launcher&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and, if desired, copy the files onto your hard drive for use with modding tools or whatever else.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: If you misbehave (piracy, online cheating or anything equally stupid), you might get banned from Nintendo online services. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10988</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10988"/>
		<updated>2021-05-18T12:58:25Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Modded Wii U with Homebrew Launcher&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and, if desired, copy the files onto your hard drive for use with modding tools or whatever else.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Running homebrew on the Switch can get you banned from Nintendo online services if you misbehave (piracy, online cheating or anything equally stupid). If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Quest_flag_overrides&amp;diff=10983</id>
		<title>Quest flag overrides</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Quest_flag_overrides&amp;diff=10983"/>
		<updated>2021-05-05T17:29:39Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Implementation in 1.5.0 */ add link to decomp source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To ensure that [[quest]]s do not become uncompletable if the player leaves an area when they have only been partially solved, some GameData flags are &#039;&#039;&#039;always&#039;&#039;&#039; manually overwritten by the [[GameDataMgr]] when a [[stage]] is loaded.&lt;br /&gt;
&lt;br /&gt;
GameDataMgr is also responsible for always resetting the &amp;quot;get flag&amp;quot; for the Bow of Light to ensure it spawns and for making Kass spawn in Rito Village (see [[#Kass quests]]).&lt;br /&gt;
&lt;br /&gt;
== Kass quests ==&lt;br /&gt;
Sometime &#039;&#039;after&#039;&#039; the release of 1.0.0, completion checks for Kass&#039; quests were added to the same GameDataMgr function. These are exactly the same as the ones that can be found in the BloodyMoonRelief&amp;lt;Musician_Check&amp;gt; [[event flow]] but implemented in the executable instead. The reason why Nintendo has decided to duplicate the checks is unknown, but it might be a workaround for some kind of event bug: Kass not spawning in Rito Village even after all of his quests have been completed used to be a widespread issue.&lt;br /&gt;
&lt;br /&gt;
In 1.5.0, Npc_Musician_Come (the flag that causes Kass to spawn in Rito Village) is set iff the following flags are set:&lt;br /&gt;
* Animal_Forest_Finish&lt;br /&gt;
* HateeluMini_Treasure_Finish&lt;br /&gt;
* Thunder_Sword_Finish&lt;br /&gt;
* Relief_Landing_Finish&lt;br /&gt;
* TwoWheels_Finish&lt;br /&gt;
* Shadow_Sign_Finish&lt;br /&gt;
* MouthofDragon_Finish&lt;br /&gt;
* BloodyMoonRelief_Finish&lt;br /&gt;
* Rito_BrosRock_Finish&lt;br /&gt;
&lt;br /&gt;
== Implementation in 1.5.0 ==&lt;br /&gt;
See https://github.com/zeldaret/botw/blob/7bda72574e1d7cf3e76de20155c1f37b74971f4e/src/KingSystem/GameData/gdtManager.cpp#L373 for a fully accurate version of this code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
// utility functions (inlined in the actual executable)&lt;br /&gt;
void GameDataMgr::setFlag(const sead::SafeString&amp;amp; flagName, bool value)&lt;br /&gt;
{&lt;br /&gt;
  if (this-&amp;gt;paramB.changeOnlyOnce)&lt;br /&gt;
    return;&lt;br /&gt;
  if (!TriggerParam::setBoolByKey(*this-&amp;gt;paramB.param1, value, flag_name, this-&amp;gt;paramB.x, 1LL, 1))&lt;br /&gt;
    return;&lt;br /&gt;
  if (!this-&amp;gt;paramB.propagateParam1Changes)&lt;br /&gt;
    return;&lt;br /&gt;
  TriggerParam::setBoolByKey(*this-&amp;gt;paramB.param, value, flag_name, this-&amp;gt;paramB.x, 1LL, 1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
bool GameDataMgr::flagIsSet(const sead::SafeString&amp;amp; flagName)&lt;br /&gt;
{&lt;br /&gt;
  bool value;&lt;br /&gt;
  return TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;value, flagName, this-&amp;gt;param.x) &amp;amp;&amp;amp; value;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// 0x7100DD0A88&lt;br /&gt;
// called from GameScene&lt;br /&gt;
void GameDataMgr::getAndSetShrineQuestAndKassFlags()&lt;br /&gt;
{&lt;br /&gt;
  if (flagIsSet(&amp;quot;DarkWoods_Giant_Clear&amp;quot;) &amp;amp;&amp;amp; !flagIsSet(&amp;quot;DarkWoods_Finish&amp;quot;))&lt;br /&gt;
    setFlag(&amp;quot;DarkWoods_Giant_Clear&amp;quot;, false);&lt;br /&gt;
&lt;br /&gt;
  if ( TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;giant_ball1, &amp;quot;giant_ball1&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;giant_ball2, &amp;quot;giant_ball2&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;giant_ball3, &amp;quot;giant_ball3&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;giant_dungeon, &amp;quot;giant_dungeon&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;lithograph1, &amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_789666109&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;lithograph2, &amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_2456751716&amp;quot;, this-&amp;gt;param.x)&lt;br /&gt;
    &amp;amp;&amp;amp; TriggerParam::getFlagByKey(*this-&amp;gt;param.param1, &amp;amp;lithograph3, &amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_1822262999&amp;quot;, this-&amp;gt;param.x) )&lt;br /&gt;
  {&lt;br /&gt;
    if (giant_ball1 &amp;amp;&amp;amp; !lithograph1 &amp;amp;&amp;amp; !(this-&amp;gt;flags &amp;amp; 0x40000))&lt;br /&gt;
      setFlag(&amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_789666109&amp;quot;, true);&lt;br /&gt;
    if (giant_ball2 &amp;amp;&amp;amp; !lithograph2 &amp;amp;&amp;amp; !(this-&amp;gt;flags &amp;amp; 0x40000))&lt;br /&gt;
      setFlag(&amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_2456751716&amp;quot;, true);&lt;br /&gt;
    if (giant_ball3 &amp;amp;&amp;amp; !lithograph3 &amp;amp;&amp;amp; !(this-&amp;gt;flags &amp;amp; 0x40000))&lt;br /&gt;
      setFlag(&amp;quot;MainField_DgnObj_RemainsLithogragh_A_02_1822262999&amp;quot;, true);&lt;br /&gt;
    if (!giant_dungeon &amp;amp;&amp;amp; giant_ball1 &amp;amp;&amp;amp; giant_ball2 &amp;amp;&amp;amp; giant_ball3)&lt;br /&gt;
      setFlag(&amp;quot;giant_dungeon&amp;quot;, true);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (flagIsSet(&amp;quot;MainField_Weapon_Bow_071_2178255681&amp;quot;))&lt;br /&gt;
    setFlag(&amp;quot;MainField_Weapon_Bow_071_2178255681&amp;quot;, false);&lt;br /&gt;
&lt;br /&gt;
  if (flagIsSet(&amp;quot;BalladOfHeroes_Step02&amp;quot;) &amp;amp;&amp;amp; !flagIsSet(&amp;quot;BalladOfHeroes_Step03&amp;quot;))&lt;br /&gt;
  {&lt;br /&gt;
    int defeatedCount =&lt;br /&gt;
      flagIsSet(&amp;quot;Defeat_OneHitDungeon001&amp;quot;) +&lt;br /&gt;
      flagIsSet(&amp;quot;Defeat_OneHitDungeon002&amp;quot;) +&lt;br /&gt;
      flagIsSet(&amp;quot;Defeat_OneHitDungeon003&amp;quot;) +&lt;br /&gt;
      flagIsSet(&amp;quot;Defeat_OneHitDungeon004&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
    bool defeatedNonLockedOneHitDungeon = !Lock_OneHitDungeon001 &amp;amp;&amp;amp; Defeat_OneHitDungeon001;&lt;br /&gt;
    defeatedNonLockedOneHitDungeon |= !Lock_OneHitDungeon002 &amp;amp;&amp;amp; Defeat_OneHitDungeon002;&lt;br /&gt;
    defeatedNonLockedOneHitDungeon |= !Lock_OneHitDungeon003 &amp;amp;&amp;amp; Defeat_OneHitDungeon003;&lt;br /&gt;
    defeatedNonLockedOneHitDungeon |= !Lock_OneHitDungeon004 &amp;amp;&amp;amp; Defeat_OneHitDungeon004;&lt;br /&gt;
&lt;br /&gt;
    if ( defeatedNonLockedOneHitDungeon &amp;amp;&amp;amp; defeatedCount &amp;gt;= 1 )&lt;br /&gt;
    {&lt;br /&gt;
      if (!flagIsSet(&amp;quot;BalladOfHeroes_Step02_Dungeon01&amp;quot;))&lt;br /&gt;
        setFlag(&amp;quot;BalladOfHeroes_Step02_Dungeon01&amp;quot;, true);&lt;br /&gt;
      if ( defeatedCount &amp;gt;= 2 )&lt;br /&gt;
      {&lt;br /&gt;
        if (!flagIsSet(&amp;quot;BalladOfHeroes_Step02_Dungeon02&amp;quot;))&lt;br /&gt;
          setFlag(&amp;quot;BalladOfHeroes_Step02_Dungeon02&amp;quot;, true);&lt;br /&gt;
        if ( defeatedCount &amp;gt;= 3 )&lt;br /&gt;
        {&lt;br /&gt;
          if (!flagIsSet(&amp;quot;BalladOfHeroes_Step02_Dungeon03&amp;quot;))&lt;br /&gt;
            setFlag(&amp;quot;BalladOfHeroes_Step02_Dungeon03&amp;quot;, true);&lt;br /&gt;
          if (defeatedCount &amp;gt;= 4 &amp;amp;&amp;amp; !flagIsSet(&amp;quot;BalladOfHeroes_Step2_Dungeon4&amp;quot;))&lt;br /&gt;
            setFlag(&amp;quot;BalladOfHeroes_Step2_Dungeon4&amp;quot;, true);&lt;br /&gt;
        }&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (flagIsSet(&amp;quot;IsGet_Armor_005_Head&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;IsGet_Armor_005_Upper&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;IsGet_Armor_005_Lower&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      !(this-&amp;gt;flags &amp;amp; 0x40000))&lt;br /&gt;
  {&lt;br /&gt;
    setFlag(&amp;quot;CompleteDungeon_Finish&amp;quot;, true);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (flagIsSet(&amp;quot;NightStoneBreak&amp;quot;) &amp;amp;&amp;amp; !flagIsSet(&amp;quot;NightStoneDungeonAppear&amp;quot;))&lt;br /&gt;
    setFlag(&amp;quot;NightStoneBreak&amp;quot;, false);&lt;br /&gt;
&lt;br /&gt;
  if (flagIsSet(&amp;quot;Animal_Forest_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;HateeluMini_Treasure_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;Thunder_Sword_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;Relief_Landing_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;TwoWheels_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;Shadow_Sign_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;MouthofDragon_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;BloodyMoonRelief_Finish&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
      flagIsSet(&amp;quot;Rito_BrosRock_Finish&amp;quot;))&lt;br /&gt;
  {&lt;br /&gt;
    setFlag(&amp;quot;Npc_Musician_Come&amp;quot;, true);&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=MediaWiki:Sidebar&amp;diff=10948</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=MediaWiki:Sidebar&amp;diff=10948"/>
		<updated>2021-03-21T16:47:54Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: add link to decomp repo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
* Breath of the Wild&lt;br /&gt;
** https://objmap.zeldamods.org/|Object map&lt;br /&gt;
** https://eventviewer.zeldamods.org/|Event viewer&lt;br /&gt;
** https://github.com/zeldaret/botw|Decomp source&lt;br /&gt;
** https://github.com/leoetlino/botw|Pseudo-source&lt;br /&gt;
** Project:Help_wanted|Help us!&lt;br /&gt;
* Wiki&lt;br /&gt;
** helppage|Help&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
* Community&lt;br /&gt;
** https://discord.gg/KXUyw6c|Discord&lt;br /&gt;
** https://discord.gg/vPzgy5S|BotW Modding Discord&lt;br /&gt;
** https://zeldamods.org/las/|LAS ZeldaMods wiki&lt;br /&gt;
** https://cloudmodding.com/wiki|CloudModding wikis&lt;br /&gt;
* BotW Mods&lt;br /&gt;
** https://gamebanana.com/games/5866|GameBanana (Wii U)&lt;br /&gt;
** https://gamebanana.com/games/6386|GameBanana (Switch)&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Contents&amp;diff=10947</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Contents&amp;diff=10947"/>
		<updated>2021-03-21T16:41:14Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Reverted edits by Kubirill (talk) to last revision by imported&amp;gt;Leoetlino&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the wiki! &#039;&#039;ZeldaMods&#039;&#039; is a wiki that was created to collect information about &#039;&#039;Breath of the Wild&#039;&#039; internals and future games that might be based on the same engine.&lt;br /&gt;
&lt;br /&gt;
This wiki only hosts technical documentation about formats, game internals and guides. For discussion, please join the [https://discordapp.com/invite/SJAyVW &#039;&#039;Breath of the Wild&#039;&#039; Modding Hub Discord].&lt;br /&gt;
&lt;br /&gt;
== Editing the wiki ==&lt;br /&gt;
To keep the wiki organised, please follow the below rules when editing the wiki.&lt;br /&gt;
&lt;br /&gt;
=== General guidelines ===&lt;br /&gt;
* If you see a problem that you can fix (e.g. a typo or a factual inaccuracy), please do so!&lt;br /&gt;
* Just like Wikipedia, ZeldaMods is a wiki. This means that articles [[wikipedia:Wikipedia:Ownership_of_content|are &#039;&#039;&#039;not&#039;&#039;&#039; owned by anyone]] and no one should act as though they are solely responsible for an article or a category.&lt;br /&gt;
* Explain what you changed by writing a brief edit summary.&lt;br /&gt;
* Please proofread your edits or submissions.&lt;br /&gt;
&lt;br /&gt;
=== Editing articles ===&lt;br /&gt;
* Articles do not have to be perfect or 100% complete.&lt;br /&gt;
** If a section is incomplete, please add the &amp;lt;code&amp;gt;Expand_section&amp;lt;/code&amp;gt; template. If it&#039;s completely empty, use &amp;lt;code&amp;gt;Empty_section&amp;lt;/code&amp;gt;.&lt;br /&gt;
** If an article is really incomplete, add the &amp;lt;code&amp;gt;Stub&amp;lt;/code&amp;gt; template at the beginning of the article.&lt;br /&gt;
* Add categories to articles: the goal is to have no uncategorised articles at all!&lt;br /&gt;
&lt;br /&gt;
=== Before adding a new article ===&lt;br /&gt;
* Verify that there isn&#039;t already an existing article on the same topic that could be expanded.&lt;br /&gt;
* If the first letter of the title should be lowercase, add the &amp;lt;code&amp;gt;lowercase&amp;lt;/code&amp;gt; template to the article.&lt;br /&gt;
* Some articles should be added to special namespaces (prefixes that are used to organise articles):&lt;br /&gt;
** Help, guides: &amp;lt;code&amp;gt;Help&amp;lt;/code&amp;gt;&lt;br /&gt;
** General information on the ZeldaMods project: &amp;lt;code&amp;gt;Project&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help us expand articles! ==&lt;br /&gt;
Many articles are incomplete at the moment. A list of such pages can be found at [[:Category:Stubs]]. If you can, please help us make these articles more complete.&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=10942</id>
		<title>Difficulty scaling</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=10942"/>
		<updated>2021-02-18T17:09:55Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Marked this version for translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:263--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty scaling&#039;&#039;&#039; is a mechanic in &#039;&#039;Breath of the Wild&#039;&#039; that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.&lt;br /&gt;
&lt;br /&gt;
== Points == &amp;lt;!--T:264--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:265--&amp;gt;&lt;br /&gt;
The scaling system is based on a point system. Killing enemies is the &#039;&#039;only way&#039;&#039; to receive points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:266--&amp;gt;&lt;br /&gt;
Whenever an enemy dies, the game increments a flag &#039;Defeated_{SameGroupActorName}_Num&#039; if all of the following conditions are satisfied:&lt;br /&gt;
* The current kill count is &amp;amp;#x3C; 10.&lt;br /&gt;
* The actor does not have the NotCountDefeatedNum [[actor tag]].&lt;br /&gt;
* &#039;&#039;&#039;For Monk Maz Koshia&#039;&#039;&#039;: &#039;Defeated_Priest_Boss_Normal_Num&#039; is 0.&lt;br /&gt;
* &#039;&#039;&#039;For Dark Beast Ganon&#039;&#039;&#039;: It is the first time the boss is beaten. (Ganon&#039;s Defeated flag has 1 as the maximum value.) &lt;br /&gt;
* &#039;&#039;&#039;For Blights&#039;&#039;&#039;: It is the first time the blight is beaten in the Divine Beast, or in the Illusory Realm. Blights fought in Hyrule Castle do not count.&lt;br /&gt;
This happens every time &#039;&#039;any&#039;&#039; enemy dies, even if they don&#039;t necessarily play a role in the point system (see below) and even if the player is not responsible for their death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:267--&amp;gt;&lt;br /&gt;
Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:268--&amp;gt;&lt;br /&gt;
Only the defeated counter flags are stored in the save file. The &amp;lt;code&amp;gt;Ecosystem::LevelSensor&amp;lt;/code&amp;gt; subsystem is responsible for [[Difficulty scaling#Ecosystem::LevelSensor::calculatePoints|converting these kill counts to points]] using a [[Difficulty scaling#Ecosystem::LevelSensor::loadByml|configuration file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:269--&amp;gt;&lt;br /&gt;
The subsystem provides two functions ([[Difficulty scaling#Ecosystem::LevelSensor::scaleWeapon|&amp;lt;code&amp;gt;scaleWeapon&amp;lt;/code&amp;gt;]] and [[Difficulty scaling#Ecosystem::LevelSensor::scaleActor|&amp;lt;code&amp;gt;scaleActor&amp;lt;/code&amp;gt;]]) that may be called when a weapon or enemy actor is created.&lt;br /&gt;
&lt;br /&gt;
== Scaling inhibitors == &amp;lt;!--T:270--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:271--&amp;gt;&lt;br /&gt;
Both scaling functions will immediately return without doing anything if:&lt;br /&gt;
* [[WorldMgr]]::sInstance-&amp;amp;#x3E;stageType == 1 (Open World [[stage]])&lt;br /&gt;
* and WorldMgr::sInstance-&amp;amp;#x3E;isAocField (current map is Trial of the Sword)&lt;br /&gt;
* and WorldMgr::sInstance-&amp;amp;#x3E;disableScaling (set to true when entering Trial of the Sword)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:394--&amp;gt;&lt;br /&gt;
This means that scaling is always disabled in the Trial of the Sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:395--&amp;gt;&lt;br /&gt;
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to &amp;amp;#x22;HateruSea&amp;amp;#x22;, which is the Eventide Island area.&lt;br /&gt;
&lt;br /&gt;
== Weapons == &amp;lt;!--T:272--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:273--&amp;gt;&lt;br /&gt;
&#039;scaleWeapon&#039; is called (i.e. weapons may be scaled) for a weapon if:&lt;br /&gt;
* &#039;&#039;&#039;For standalone weapons&#039;&#039;&#039;: The actor property &#039;LevelSensorMode&#039; is higher than 1 &#039;&#039;&#039;and&#039;&#039;&#039; it wasn&#039;t already picked up.&lt;br /&gt;
* &#039;&#039;&#039;For treasure chest drops&#039;&#039;&#039;: If SharpWeaponJudgeType is not 4, when [[AIDef:AI/TreasureBox]] initialises the drop actor.&lt;br /&gt;
* &#039;&#039;&#039;For Hinox weapons&#039;&#039;&#039;: The flag &amp;lt;code&amp;gt;{MapName}_Necklace_{i}_{HinoxName}_{ID}&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
* &#039;&#039;&#039;For other enemy drops&#039;&#039;&#039;: The flag &amp;lt;code&amp;gt;{MapName}_WeaponDrop_{ID}&amp;lt;/code&amp;gt; is false, &#039;&#039;&#039;and&#039;&#039;&#039; [the actor property &#039;LevelSensorMode&#039; is higher than 1 &#039;&#039;or&#039;&#039; the enemy is a Guardian Scout (&#039;Enemy_Guardian_Mini&#039;)].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:274--&amp;gt;&lt;br /&gt;
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.&lt;br /&gt;
&lt;br /&gt;
== Weapon bonuses == &amp;lt;!--T:275--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:276--&amp;gt;&lt;br /&gt;
Weapon scaling results in weapons being replaced by a different weapon (e.g. a Soldier&#039;s Bow which becomes a Royal Bow), or weapons gaining a random, bonus stat boost (e.g. Attack Up, Durability Up, etc.). The range of those boosts is also affected by weapon scaling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:396--&amp;gt;&lt;br /&gt;
There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). Those that belong to the Yellow tier are usually superior to the other ones. For instance, &#039;&#039;Attack Up +&#039;&#039; is the superior variant of &#039;&#039;Attack Up&#039;&#039; and it typically grants a higher attack power boost compared to &#039;&#039;Attack Up&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Bonus types === &amp;lt;!--T:277--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:278--&amp;gt;&lt;br /&gt;
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:279--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:280--&amp;gt; Available in bonus tiers&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:281--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:282--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:283--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:284--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:285--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:286--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:287--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:288--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:289--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:290--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:291--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:292--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:293--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:294--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:295--&amp;gt; Critical Hit&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:296--&amp;gt; Blue/White&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:297--&amp;gt; ZoomRapid&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:298--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:299--&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Critical Hit&amp;quot; can only be selected if weaponCommonSharpWeaponAddCrit is true &#039;&#039;and&#039;&#039; if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed.&lt;br /&gt;
* AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:397--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Shield Guard Up&amp;quot; does not appear for amiibo weapons because of a game bug.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bonus values === &amp;lt;!--T:300--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:301--&amp;gt;&lt;br /&gt;
Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.&lt;br /&gt;
&lt;br /&gt;
==== amiibo ==== &amp;lt;!--T:302--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:398--&amp;gt;&lt;br /&gt;
Because of a bug in the game code&amp;lt;ref&amp;gt;The bugged code is in function {{addr|a=0x71002df7d8|ver=nx-1.5.0}}.&amp;lt;/ref&amp;gt;, any time the game randomly chooses the &amp;quot;Shield Guard Up&amp;quot; bonus, the actual bonus that gets assigned to the weapon and shows up in the user interface is &amp;quot;Durability Up&amp;quot;. For this reason, the extra durability value that is used for shields with the &amp;quot;Durability Up&amp;quot; bonus is either addLifeMax or addGuardMax, depending on which bonus was chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:303--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:304--&amp;gt; Value that is used for the bonus effect&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:305--&amp;gt; None&amp;lt;/translate&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:306--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || addAtkMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:307--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || addLifeMax or addGuardMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:308--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || addThrowMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:309--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:310--&amp;gt; 5-shot burst&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:311--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || addRapidFireMin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:312--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:313--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || addGuardMax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:314--&amp;gt;&lt;br /&gt;
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power.&lt;br /&gt;
No randomness is involved.&lt;br /&gt;
&lt;br /&gt;
==== Non-amiibo ==== &amp;lt;!--T:315--&amp;gt; &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:316--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:317--&amp;gt; Value that is used for the bonus effect&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:318--&amp;gt; None&amp;lt;/translate&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:319--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:320--&amp;gt; Random integer between addAtkMin and addAtkMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:321--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:322--&amp;gt; Random integer between addLifeMin and addLifeMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:323--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:324--&amp;gt; Random float between addThrowMin and addThrowMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:325--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:326--&amp;gt; 5-shot burst&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:327--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:328--&amp;gt; Random float between addRapidFireMin and addRapidFireMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:329--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:330--&amp;gt; [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:331--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:332--&amp;gt; Random integer between addGuardMin and addGuardMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:333--&amp;gt;&lt;br /&gt;
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.&lt;br /&gt;
&lt;br /&gt;
== Enemies == &amp;lt;!--T:334--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:335--&amp;gt;&lt;br /&gt;
When loading enemies, the game will always try to scale enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:336--&amp;gt;&lt;br /&gt;
However, the scaling function won&#039;t do anything if &#039;LevelSensorMode&#039; is &amp;amp;#x3C; 1 and will leave the enemy and any weapons they may hold unscaled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:337--&amp;gt;&lt;br /&gt;
Note: Enemies that are not in any upgrade list (such as elemental Lizalfos) will not be scaled, but their weapon can still receive upgrades if:&lt;br /&gt;
* &#039;LevelSensorMode&#039; is non zero.&lt;br /&gt;
* Weapon point requirements are satisfied&lt;br /&gt;
* &#039;&#039;or&#039;&#039; the modifier tier is overridden using &#039;SharpWeaponJudgeType&#039;.&lt;br /&gt;
[1.3.0] In Master Mode, &#039;&#039;&#039;all&#039;&#039;&#039; enemies are automatically ranked up one tier by default &#039;&#039;&#039;post scaling&#039;&#039;&#039;, independently of &#039;LevelSensorMode&#039;. [[Actor]]s can receive two additional parameters:&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:338--&amp;gt; Parameter&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:339--&amp;gt; Default&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:340--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IsHardModeActor&lt;br /&gt;
| false&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:341--&amp;gt; Controls whether an enemy only shows up in Master Mode.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DisableRankUpForHardMode&lt;br /&gt;
| false&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:342--&amp;gt; Controls whether the automatic rankup applies to an enemy.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:343--&amp;gt;&lt;br /&gt;
In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau).&lt;br /&gt;
&lt;br /&gt;
== Properties == &amp;lt;!--T:344--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;LevelSensorMode&amp;lt;/code&amp;gt; === &amp;lt;!--T:345--&amp;gt;&lt;br /&gt;
This [[actor]] property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since &#039;scaleWeapon&#039; is called when an enemy drops their weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:346--&amp;gt;&lt;br /&gt;
Note that this doesn&#039;t apply to weapons that are attached to a Hinox&#039;s necklace, because Hinoxes use a different underlying enemy actor which overrides the &#039;on weapon dropped&#039; function and ignores &#039;LevelSensorMode&#039;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;SharpWeaponJudgeType&amp;lt;/code&amp;gt; === &amp;lt;!--T:347--&amp;gt;&lt;br /&gt;
This actor property controls the &#039;&#039;minimum&#039;&#039; modifier tier that a weapon can receive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:348--&amp;gt;&lt;br /&gt;
Internally and in assets such as [[Map unit|map units]], the following values are used for modifiers:&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:349--&amp;gt; Value&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:350--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:351--&amp;gt; &#039;&#039;&#039;None&#039;&#039;&#039;: No modifiers.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:352--&amp;gt; &#039;&#039;&#039;RandomBlue&#039;&#039;&#039;: Weapon will randomly get at least a blue modifier (with &amp;lt;code&amp;gt;weaponCommonSharpWeaponPer&amp;lt;/code&amp;gt; being the probability).&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:353--&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: Weapon will get at least a blue modifier.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:354--&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Weapon will get at least a yellow modifier.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:355--&amp;gt; &#039;&#039;&#039;NoneForced&#039;&#039;&#039; (chests only): Weapon will &#039;&#039;never&#039;&#039; spawn with any modifiers. &#039;&#039;This overrides regular scaling.&#039;&#039;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:356--&amp;gt;&lt;br /&gt;
If [[Difficulty scaling#LevelSensorMode|scaling]] is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:357--&amp;gt;&lt;br /&gt;
Otherwise, the weapon will get modifiers from exactly the specified tier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:358--&amp;gt;&lt;br /&gt;
For example, 0 (&#039;None&#039;) doesn&#039;t mean a weapon will never receive a modifier. It just means that the developers haven&#039;t forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers.&lt;br /&gt;
&lt;br /&gt;
== Scaling algorithm == &amp;lt;!--T:359--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::loadByml&amp;lt;/code&amp;gt; === &amp;lt;!--T:360--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:361--&amp;gt;&lt;br /&gt;
This function is called by &amp;lt;code&amp;gt;Ecosystem::init&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;ksys::InitializeApp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:362--&amp;gt;&lt;br /&gt;
Sets up byml structures for reading Ecosystem/[[LevelSensor.byml]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::calculatePoints&amp;lt;/code&amp;gt; === &amp;lt;!--T:363--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:364--&amp;gt;&lt;br /&gt;
Called by [[PlacementMgr]] when spawning actors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:365--&amp;gt;&lt;br /&gt;
Calculates weapon and enemy scaling points using a list of flags and configuration values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:366--&amp;gt;&lt;br /&gt;
All flags that are referenced in the configuration file are of the form &amp;lt;code&amp;gt;Defeated_%s_Num&amp;lt;/code&amp;gt;, but technically the configuration format allows for other flags to be specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:367--&amp;gt;&lt;br /&gt;
Interestingly, the game calculates a single point value based on the kill counter flags but calculates two separate values for weapons and enemies with two different multipliers. This format makes it possible to easily change the scaling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:368--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float points = 0.0;&lt;br /&gt;
for (kill_flag : this-&amp;gt;byml[&amp;quot;flag&amp;quot;])&lt;br /&gt;
    int kill_count = GameData::getIntegerFlag(kill_flag[&amp;quot;name&amp;quot;]);&lt;br /&gt;
    points += kill_count * kill_flag[&amp;quot;point&amp;quot;];&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:369--&amp;gt;&lt;br /&gt;
this-&amp;gt;points = points;&lt;br /&gt;
this-&amp;gt;weapon_points = points * this-&amp;gt;byml[&amp;quot;setting&amp;quot;].Level2WeaponPower;&lt;br /&gt;
this-&amp;gt;enemy_points = points * this-&amp;gt;byml[&amp;quot;setting&amp;quot;].Level2EnemyPower;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:370--&amp;gt;&lt;br /&gt;
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleWeapon&amp;lt;/code&amp;gt; === &amp;lt;!--T:371--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:372--&amp;gt;&lt;br /&gt;
Called from treasure chest code, enemy actors{{Check}}, &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleActor&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:373--&amp;gt;&lt;br /&gt;
Given a weapon name, its modifier and current point status, this function returns the weapon to actually spawn and the modifier to use (if possible).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:374--&amp;gt;&lt;br /&gt;
If the algorithm fails to find an appropriate weapon that satisfies all conditions (point requirements, weapon series, modifier), the originally specified weapon and modifier will be used directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:375--&amp;gt;&lt;br /&gt;
Pseudocode (1.0.0):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:376--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString&amp;amp; weapon_to_look_up,&lt;br /&gt;
                                         WeaponModifier required_modifier,&lt;br /&gt;
                                         const char** weapon_to_use_name,&lt;br /&gt;
                                         WeaponModifier* modifier_to_use,&lt;br /&gt;
                                         void* unknown)&lt;br /&gt;
{&lt;br /&gt;
  // some checks using &#039;unknown&#039; here which seems to be a pointer to the actor&lt;br /&gt;
  //&lt;br /&gt;
  for (weapon_table : this-&amp;gt;byml[&amp;quot;weapon&amp;quot;]) {&lt;br /&gt;
    // find the first weapon entry for which the player has enough points&lt;br /&gt;
    // with the specified name and modifier&lt;br /&gt;
    i = -1;&lt;br /&gt;
    for (j = 0; j &amp;lt; weapon_table[&amp;quot;actors&amp;quot;].size; ++j) {&lt;br /&gt;
      entry = weapon_table[&amp;quot;actors&amp;quot;][j];&lt;br /&gt;
      float points_for_next_transition = entry[&amp;quot;value&amp;quot;];&lt;br /&gt;
      //&lt;br /&gt;
      if (this-&amp;gt;weapon_points &amp;gt; points_for_next_transition &amp;amp;&amp;amp;&lt;br /&gt;
          weapon_to_look_up == entry[&amp;quot;name&amp;quot;] &amp;amp;&amp;amp;&lt;br /&gt;
          convert_to_modifier(entry[&amp;quot;plus&amp;quot;]) == required_modifier) {&lt;br /&gt;
        i = j;&lt;br /&gt;
        break;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    //&lt;br /&gt;
    if (i == -1)&lt;br /&gt;
      continue;&lt;br /&gt;
    //&lt;br /&gt;
    do {&lt;br /&gt;
      entry = weapon_table[&amp;quot;actors&amp;quot;][i];&lt;br /&gt;
      //&lt;br /&gt;
      // not_rank_up means there is no link between weapons;&lt;br /&gt;
      // this table is just used to look up modifiers.&lt;br /&gt;
      // so go down the list until there are no more entries for the requested weapon&lt;br /&gt;
      // or until we reach a modifier that requires more points.&lt;br /&gt;
      if (weapon_table[&amp;quot;not_rank_up&amp;quot;] &amp;amp;&amp;amp; entry[&amp;quot;name&amp;quot;] != weapon_to_look_up)&lt;br /&gt;
        break;&lt;br /&gt;
      //&lt;br /&gt;
      // otherwise, just go down the list until we reach the end or a weapon which&lt;br /&gt;
      // requires more points. this will possibly upgrade the weapon (e.g. Knight -&amp;gt; Royal).&lt;br /&gt;
      if (this-&amp;gt;weapon_points &amp;lt;= entry[&amp;quot;value&amp;quot;])&lt;br /&gt;
        break;&lt;br /&gt;
      //&lt;br /&gt;
      ++i;&lt;br /&gt;
    } while (i &amp;lt; weapon_table[&amp;quot;actors&amp;quot;].size);&lt;br /&gt;
    //&lt;br /&gt;
    *weapon_to_use_name = entry[&amp;quot;name&amp;quot;];&lt;br /&gt;
    *modifier_to_use = convert_to_modifier(entry[&amp;quot;plus&amp;quot;]);&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleActor&amp;lt;/code&amp;gt; === &amp;lt;!--T:377--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:378--&amp;gt;&lt;br /&gt;
Analogous to &amp;lt;code&amp;gt;LevelSensor::scaleWeapon&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:379--&amp;gt;&lt;br /&gt;
Pseudocode (1.0.0):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:380--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
if (actor-&amp;gt;params[&amp;quot;LevelSensorMode&amp;quot;] &amp;lt; 1)&lt;br /&gt;
  return false;&lt;br /&gt;
//&lt;br /&gt;
if (actor_name.contains(&amp;quot;Enemy&amp;quot;)) {&lt;br /&gt;
  for (enemy_table : this-&amp;gt;byml[&amp;quot;enemy&amp;quot;]) {&lt;br /&gt;
    i = -1;&lt;br /&gt;
    for (j = 0; j &amp;lt; enemy_table[&amp;quot;actors&amp;quot;].size; ++j) {&lt;br /&gt;
      entry = enemy_table[&amp;quot;actors&amp;quot;][j];&lt;br /&gt;
      if (entry[&amp;quot;name&amp;quot;] == actor_name &amp;amp;&amp;amp; this-&amp;gt;enemy_points &amp;gt; entry[&amp;quot;value&amp;quot;]) {&lt;br /&gt;
        i = j;&lt;br /&gt;
        break;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    //&lt;br /&gt;
    if (i == -1)&lt;br /&gt;
      continue;&lt;br /&gt;
    //&lt;br /&gt;
    do {&lt;br /&gt;
      entry = enemy_table[&amp;quot;actors&amp;quot;][i];&lt;br /&gt;
      if (this-&amp;gt;enemy_points &amp;lt;= entry[&amp;quot;value&amp;quot;])&lt;br /&gt;
        break;&lt;br /&gt;
      ++i;&lt;br /&gt;
    } while (i &amp;lt; enemy_table[&amp;quot;actors&amp;quot;].size);&lt;br /&gt;
    //&lt;br /&gt;
    *actor_to_use = entry[&amp;quot;name&amp;quot;];&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
//&lt;br /&gt;
if (actor_name.contains(&amp;quot;Weapon&amp;quot;)) {&lt;br /&gt;
  weapon_name = actor-&amp;gt;getWeaponName();&lt;br /&gt;
  modifier = actor-&amp;gt;params[&amp;quot;SharpWeaponJudgeType&amp;quot;];&lt;br /&gt;
  if (modifier == WeaponModifier::RandomBlue)&lt;br /&gt;
    modifier = get_random_blue_modifier(actor-&amp;gt;getWeaponName());&lt;br /&gt;
  //&lt;br /&gt;
  if (scaleWeapon(weapon_name, &amp;amp;weapon_to_use, &amp;amp;modifier_to_use)) {&lt;br /&gt;
    actor-&amp;gt;setProperty(&amp;quot;SharpWeaponJudgeType&amp;quot;, modifier_to_use);&lt;br /&gt;
    *actor_to_use = weapon_to_use;&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Data == &amp;lt;!--T:381--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:382--&amp;gt;&lt;br /&gt;
To make things easier to understand, here are links to:&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtml kill point, enemy scaling and weapon scaling tables]&lt;br /&gt;
* an [https://objmap.zeldamods.org object map with scaling information].&lt;br /&gt;
This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily.&lt;br /&gt;
&lt;br /&gt;
== Ganon Blights == &amp;lt;!--T:383--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:384--&amp;gt;&lt;br /&gt;
Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in [[ActorParam/GeneralParamList|GeneralParamList]]) and blight defeat flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:385--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4&lt;br /&gt;
{&lt;br /&gt;
  const int baseHp = Enemy::getInitialHP(this);&lt;br /&gt;
  const int halfBaseHp = baseHp &amp;gt;&amp;gt; 1;&lt;br /&gt;
  const bool dieGanonWind = hasFlag_Die_PGanonWind(0);&lt;br /&gt;
  const bool dieGanonWater = hasFlag_Die_PGanonWater(0);&lt;br /&gt;
  const bool dieGanonFire = hasFlag_Die_PGanonFire(0);&lt;br /&gt;
  const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0);&lt;br /&gt;
  const int flags = this-&amp;gt;siteBossFlags &amp;amp; 0xFFFFFFFC;&lt;br /&gt;
  int multiplier;&lt;br /&gt;
  if ( flags == 4 )&lt;br /&gt;
    multiplier = 3;&lt;br /&gt;
  else if ( flags == 8 )&lt;br /&gt;
    multiplier = 4;&lt;br /&gt;
  else&lt;br /&gt;
    multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric;&lt;br /&gt;
  return baseHp + multiplier * halfBaseHp;&lt;br /&gt;
}&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:386--&amp;gt;&lt;br /&gt;
Effectively, this means that the first blight Link fights will have 800+0×400 = 800 HP, the second will have 800+1×400 = 1200 HP, the third 800+2×400 = 1600 HP and the last one 800+3×400 = 2000 HP.&lt;br /&gt;
&lt;br /&gt;
=== Special case 1: Castle Blights === &amp;lt;!--T:387--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:388--&amp;gt;&lt;br /&gt;
Castle blights have &amp;lt;code&amp;gt;IsRemainBoss&amp;lt;/code&amp;gt; set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:389--&amp;gt;&lt;br /&gt;
Thus, blights that are fought in the Castle always have 800+3×400 = 2000 HP regardless of story progression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:390--&amp;gt;&lt;br /&gt;
If flag 4 is set, the [[AIDef:Action/SiteBossDie]] code will NOT increment the &amp;amp;#x22;defeated&amp;amp;#x22; counter. This means castle blights do not give any scaling points.&lt;br /&gt;
&lt;br /&gt;
=== Special case 2: DLC2 Blights === &amp;lt;!--T:391--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:392--&amp;gt;&lt;br /&gt;
Illusory Realm blights possess the &amp;lt;code&amp;gt;EnemySiteBoss_R&amp;lt;/code&amp;gt; actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:393--&amp;gt;&lt;br /&gt;
Interestingly, the Windblight AI function doesn&#039;t check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be &amp;lt;code&amp;gt;Enemy_SiteBoss_Bow_R&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=WorldMgr&amp;diff=10941</id>
		<title>WorldMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=WorldMgr&amp;diff=10941"/>
		<updated>2021-02-18T17:04:45Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: fix Vah Rudania mistake (thanks CM30)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|is_name_official=1|description=Manages world state (time, blood moons, climates, weather, etc.)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;World Manager&#039;&#039;&#039; (WorldMgr) is responsible for managing time, blood moons, climates, weather, fog, wind, lighting, procedural generation of clouds, whether the Lord of the Mountain appears, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Because of the massive amount of state to handle, functionality is split across the main WorldMgr and 9 sub-managers.&lt;br /&gt;
&lt;br /&gt;
== WorldMgr == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sub-managers === &amp;lt;!--T:42--&amp;gt;&lt;br /&gt;
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;translate&amp;gt;&amp;lt;!--T:43--&amp;gt; Sub-managers by ID&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:44--&amp;gt; ID&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:45--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;translate&amp;gt;&amp;lt;!--T:46--&amp;gt; TimeMgr: Handles time, blood moons, Lord of the Mountain.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;translate&amp;gt;&amp;lt;!--T:47--&amp;gt; CloudPrMgr: Handles cloud procedural generation.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;translate&amp;gt;&amp;lt;!--T:48--&amp;gt; ShootingStarMgr: Manages shooting stars and (in 1.3.3+) special shooting stars for the Xenoblade 2 quest.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;translate&amp;gt;&amp;lt;!--T:49--&amp;gt; WeatherMgr: Handles &amp;quot;rain splash&amp;quot; and climate weathers.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;translate&amp;gt;&amp;lt;!--T:50--&amp;gt; TempMgr: Handles world temperature{{check}}.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;translate&amp;gt;&amp;lt;!--T:51--&amp;gt; SkyMgr: Handles sky and fog{{check}}. Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &amp;lt;translate&amp;gt;&amp;lt;!--T:52--&amp;gt; DofMgr: Handles depth of field{{check}}. Holds depth of field related parameters.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
=== Climate === &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
The main WorldMgr class is responsible for keeping climate related parameters and determining which set of climate settings to use. Strangely enough, WorldMgr uses the position of the Camera actor to figure out which map area the player is in (and thus what climate to use), not the Player actor.&lt;br /&gt;
&lt;br /&gt;
== TimeMgr == &amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
TimeMgr handles everything to do with time, including Blood Moons and the Lord of the Mountain&#039;s apparition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
Internally, time of day is stored as a float in the [0.0, 360.0] range.&lt;br /&gt;
0.0 = midnight = 360.0; 90 ≈ morning; 180.0 = noon; and so on.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::init === &amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
* Time is set to 78.75 (05:15).&lt;br /&gt;
* Time for TotS environment is set to 78.75 (05:15) as well.&lt;br /&gt;
* &amp;quot;Bloody Moon end reserve timer&amp;quot; is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::reset === &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
This is called whenever a stage is unloaded (essentially every time the loading screen is shown when loading a different kind of stage -- e.g. shrine → overworld, but not shrine → shrine or overworld → overworld).&lt;br /&gt;
* Blood Moon checks are delayed.&lt;br /&gt;
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::calc === &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
This is called every frame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
* (If field 0x14A is set to 99, WM_BloodyDay is set to true. [[AIDef:Action/SetBloodyMoonEnv]] uses this to force a Blood Moon to be scheduled. This feature appears to be unused.)&lt;br /&gt;
* If both [[Demo]]103_0 and Demo997_0 have not been played, time of day is reset to 78.75 (05:15).&lt;br /&gt;
** Demo103_0 is the &amp;quot;leaving Shrine of Resurrection&amp;quot; cutscene, and Demo997_0 is a cutscene that doesn&#039;t exist anymore.&lt;br /&gt;
* If [[AIDef:Action/AdvanceTime]] or anything else that changes time of day was called, the actual time is updated at this moment.&lt;br /&gt;
* The game then performs [[#Midnight checks]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Update time of day&#039;&#039;&#039;: there are several possible update modes. In most cases, the update mode is 0.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:53--&amp;gt; Mode&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:54--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:55--&amp;gt;&lt;br /&gt;
If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):&lt;br /&gt;
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.&lt;br /&gt;
* If the timer is &amp;gt;= 360.0, which means that a day has passed, the game subtracts 360 from the timer and then performs midnight checks.&lt;br /&gt;
* If FindDungeon_Activated is false (if the player hasn&#039;t received the &#039;&#039;The Isolated Plateau&#039;&#039; quest) and if the current time is &amp;gt;= 165.0 (11:00), the time is forcefully set to 11:00. Effectively, this means that time will not get past 11:00 until the Great Plateau Tower is activated and the Old Man cutscene is triggered.&lt;br /&gt;
* The Blood Moon timer is updated too.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1, 13, 35 || &amp;lt;translate&amp;gt;&amp;lt;!--T:56--&amp;gt; Freeze time to 04:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2, 14 || &amp;lt;translate&amp;gt;&amp;lt;!--T:57--&amp;gt; Freeze time to 05:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3, 16, 36 || &amp;lt;translate&amp;gt;&amp;lt;!--T:58--&amp;gt; Freeze time to 07:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4, 19, 37 || &amp;lt;translate&amp;gt;&amp;lt;!--T:59--&amp;gt; Freeze time to 10:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5, 26, 39 || &amp;lt;translate&amp;gt;&amp;lt;!--T:60--&amp;gt; Freeze time to 17:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6, 28, 40 || &amp;lt;translate&amp;gt;&amp;lt;!--T:61--&amp;gt; Freeze time to 19:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7, 30, 41 || &amp;lt;translate&amp;gt;&amp;lt;!--T:62--&amp;gt; Freeze time to 21:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8, 11 || &amp;lt;translate&amp;gt;&amp;lt;!--T:63--&amp;gt; Freeze time to 02:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9, 42 || &amp;lt;translate&amp;gt;&amp;lt;!--T:64--&amp;gt; Freeze time to 00:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &amp;lt;translate&amp;gt;&amp;lt;!--T:65--&amp;gt; Freeze time to 01:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &amp;lt;translate&amp;gt;&amp;lt;!--T:66--&amp;gt; Freeze time to 03:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15 || &amp;lt;translate&amp;gt;&amp;lt;!--T:67--&amp;gt; Freeze time to 06:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17 || &amp;lt;translate&amp;gt;&amp;lt;!--T:68--&amp;gt; Freeze time to 08:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || &amp;lt;translate&amp;gt;&amp;lt;!--T:69--&amp;gt; Freeze time to 09:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20 || &amp;lt;translate&amp;gt;&amp;lt;!--T:70--&amp;gt; Freeze time to 11:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21 || &amp;lt;translate&amp;gt;&amp;lt;!--T:71--&amp;gt; Freeze time to 12:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22, 38 || &amp;lt;translate&amp;gt;&amp;lt;!--T:72--&amp;gt; Freeze time to 13:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23 || &amp;lt;translate&amp;gt;&amp;lt;!--T:73--&amp;gt; Freeze time to 14:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24 || &amp;lt;translate&amp;gt;&amp;lt;!--T:74--&amp;gt; Freeze time to 15:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25 || &amp;lt;translate&amp;gt;&amp;lt;!--T:75--&amp;gt; Freeze time to 16:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27 || &amp;lt;translate&amp;gt;&amp;lt;!--T:76--&amp;gt; Freeze time to 18:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29 || &amp;lt;translate&amp;gt;&amp;lt;!--T:77--&amp;gt; Freeze time to 20:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31 || &amp;lt;translate&amp;gt;&amp;lt;!--T:78--&amp;gt; Freeze time to 22:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32 || &amp;lt;translate&amp;gt;&amp;lt;!--T:79--&amp;gt; Freeze time to 23:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:80--&amp;gt;&lt;br /&gt;
* Add (0.0083333 * elapsed frames) to the Time of Day timer.&lt;br /&gt;
* If the timer is &amp;gt;= 360.0, which means that a day has passed, the game subtracts 360 from the timer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: In this state, the blood moon timer is never updated and its value is never checked either. &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
* Update the [[#Day/night time flag]], the [[#Time division, IsMorning, IsNoon, etc.]]&lt;br /&gt;
* If the &amp;quot;Bloody Moon end reserve timer&amp;quot; is non zero, decrement it. If the new value is zero, the WM_BloodyDay flag is cleared.&lt;br /&gt;
* Update [[#Lord of the Mountain]] flags.&lt;br /&gt;
&lt;br /&gt;
=== Midnight checks === &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
The following actions happen every time the timer reaches 360.0 (midnight).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
WM_NumberOfDays is incremented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If a Blood Moon is scheduled&#039;&#039;&#039; (WM_BloodyDay is true):&lt;br /&gt;
*If Blood Moons are prohibited (see conditions below), set the Blood Moon timer to 2880.0.&lt;br /&gt;
*If they are allowed to happen, call [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&amp;amp;params=1 Demo011_0] and set the Blood Moon timer to 0.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scheduling new Blood Moons&#039;&#039;&#039;:&lt;br /&gt;
*If the FirstTouchdown flag is set (i.e. if the player has left the Great Plateau), and if the Blood Moon timer is &amp;gt; 2520.0 (7 in-game days):&lt;br /&gt;
**WM_BloodyDay is set to true, which means that a Blood Moon is scheduled for the next night.&lt;br /&gt;
**The Blood Moon timer is reset to 0.0.&lt;br /&gt;
* Otherwise, the &amp;quot;Bloody end reserve timer&amp;quot; is set to 150. This ensures that the WM_BloodyDay flag is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.&lt;br /&gt;
&lt;br /&gt;
==== Blood Moon inhibitors ==== &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
If any of the following conditions are true, the Blood Moon cutscene will not be triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
* Not on MainField (main overworld)&lt;br /&gt;
* IsInHyruleCastleArea is set&lt;br /&gt;
* LastBossGanonBeastGenerateFlag is set (fighting Dark Beast Ganon)&lt;br /&gt;
* BloodyMoonProhibition is set&lt;br /&gt;
* Wind_Relic_BattleStart is set (Vah Medoh battle)&lt;br /&gt;
* Electric_Relic_Battle is set (Vah Naboris battle)&lt;br /&gt;
* Water_Relic_BattleTime is set (Vah Ruta battle)&lt;br /&gt;
* SkyMgr&#039;s field_2B4 is set to 15 and field_2B8 &amp;gt;= 1.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
However, these do not prevent the Blood Moon timer from advancing, or the WM_BloodyDay flag from being set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:23--&amp;gt;&lt;br /&gt;
Note: Vah Rudania is missing from the list. This is normal: blood moons cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is not set.&lt;br /&gt;
&lt;br /&gt;
=== Day/night time flag === &amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
From 00:00 to 06:00 (closed interval) and from 18:00 to 00:00 (closed interval), WM_DaytimeFlag is set to false and WM_NighttimeFlag is true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
In any other case, WM_DaytimeFlag is set to true and WM_NighttimeFlag to false.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Time division, IsMorning, IsNoon, etc. === &amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:81--&amp;gt; Start&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:82--&amp;gt; End&amp;lt;/translate&amp;gt; !! Division !! Time type (1) !! Time type (2)&lt;br /&gt;
|-&lt;br /&gt;
| 04:00 || 05:00 || 0 || MorningA || Morning_A1&lt;br /&gt;
|-&lt;br /&gt;
| 05:00 || 07:00 || 0 || MorningA || Morning_A2&lt;br /&gt;
|-&lt;br /&gt;
| 07:00 || 10:00 || 1 || MorningB || Morning_B&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 || 13:00 || 2 || NoonA || Noon_A&lt;br /&gt;
|-&lt;br /&gt;
| 13:00 || 17:00 || 3 || NoonB || Noon_B&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 19:00 || 4 || EveningA || Evening_A&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 21:00 || 5 || EveningB || Evening_B&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 00:00 || 6 || NightA || Night_A&lt;br /&gt;
|-&lt;br /&gt;
| 00:00 || 04:00 || 7 || NightB || Night_B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:83--&amp;gt;&lt;br /&gt;
Note: all intervals include the start time and exclude the end time.&lt;br /&gt;
&lt;br /&gt;
=== Moon type === &amp;lt;!--T:27--&amp;gt;&lt;br /&gt;
The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is &amp;lt;code&amp;gt;(numberOfDays + x + 1) % 8&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;0x71010E8200&amp;lt;/ref&amp;gt;, where x is equal to 1 if the current time is &amp;gt; 180.0 (noon) and % is the modulo operator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
If a moon type was set manually (for instance using [[AIDef:Action/EventSetMoonType]]), that value will be used as the moon type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:29--&amp;gt;&lt;br /&gt;
The moon type is returned by [[AIDef:Query/WhatMoonName]], which some NPC event flows use to check the current moon phase. However, the moon schedule has nothing to do with the blood moon schedule.&lt;br /&gt;
&lt;br /&gt;
=== Lord of the Mountain === &amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
The Lord of the Mountain appears whenever the AnimalMaster_Appearance flag is set. Its value is managed by a simple state machine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:31--&amp;gt;&lt;br /&gt;
Note that whenever a stage is unloaded, the AnimalMaster_Appearance flag is reset to false.&lt;br /&gt;
&lt;br /&gt;
====State 0 - Wait for conditions==== &amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
If the following three conditions are true:&lt;br /&gt;
* The [[#Moon type]] is 5 (waxing crescent)&lt;br /&gt;
* The AnimalMaster_Existence flag is false (the LotM must not already be spawned)&lt;br /&gt;
* The current [[map area]] number is not 64 (&amp;quot;HyruleHill&amp;quot;, presumably the Satori Mountain area)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:33--&amp;gt;&lt;br /&gt;
then the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval and goes into state 1.&lt;br /&gt;
&lt;br /&gt;
====State 1 - Wait for the appearance time==== &amp;lt;!--T:34--&amp;gt;&lt;br /&gt;
If the player is in map area 64, the state is reset back to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2.&lt;br /&gt;
&lt;br /&gt;
====State 2 - Satori Mountain is glowing==== &amp;lt;!--T:36--&amp;gt;&lt;br /&gt;
After one hour has elapsed, the current day of the week is stored and the state is set to 3.&lt;br /&gt;
&lt;br /&gt;
====State 3 - Prepare to despawn==== &amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
After two week day changes, &#039;&#039;or&#039;&#039; [after the in-game day of the week changes and the current hour is &amp;gt;= the generated appearance hour], the LotM will disappear and the state will be set to 4.&lt;br /&gt;
&lt;br /&gt;
====State 4 - Despawned==== &amp;lt;!--T:38--&amp;gt;&lt;br /&gt;
The game waits for the moon type to be 5, before going back to state 0.&lt;br /&gt;
&lt;br /&gt;
== WeatherMgr == &amp;lt;!--T:39--&amp;gt;&lt;br /&gt;
{{expand section}}&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:84--&amp;gt; Value&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:85--&amp;gt; Name&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Bluesky&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Cloudy&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Rain&lt;br /&gt;
|-&lt;br /&gt;
| 3 || HeavyRain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Snow&lt;br /&gt;
|-&lt;br /&gt;
| 5 || HeavySnow&lt;br /&gt;
|-&lt;br /&gt;
| 6 || ThunderStorm&lt;br /&gt;
|-&lt;br /&gt;
| 7 || ThunderRain&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BlueskyRain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:40--&amp;gt;&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Subsystems (BotW){{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PauseMenuDataMgr&amp;diff=10940</id>
		<title>PauseMenuDataMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PauseMenuDataMgr&amp;diff=10940"/>
		<updated>2021-01-20T23:57:01Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: add description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PauseMenuDataMgr|is_name_official=1|description=Handles player inventory and equipment synchronization.|init_addr_switch150=000000710096B1CC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10937</id>
		<title>SARC</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10937"/>
		<updated>2021-01-13T23:45:16Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Hash algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;SARC&#039;&#039;&#039;s are archive files.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The basic structure of SARC files is documented on the [[mk8:SARC (File Format)|MK8 wiki]].&lt;br /&gt;
&lt;br /&gt;
=== Hash algorithm ===&lt;br /&gt;
Nintendo&#039;s algorithm uses an unsigned 32-bit integer for the hash variable. Also note that Nintendo iterates over each byte, not each string character.&lt;br /&gt;
&lt;br /&gt;
Here is an accurate implementation of the algorithm, written in C++:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
// key is equal to 0x65&lt;br /&gt;
u32 calcHash32(const sead::SafeString&amp;amp; str, u32 key)&lt;br /&gt;
{&lt;br /&gt;
    const char* str_ = str.cstr();&lt;br /&gt;
&lt;br /&gt;
    u32 result = 0;&lt;br /&gt;
    // Each character must be treated as a signed value.&lt;br /&gt;
    // The cast to s8 (not s32) is necessary to avoid unsigned conversions.&lt;br /&gt;
    for (s32 i = 0; str_[i] != &#039;\0&#039;; i++)&lt;br /&gt;
        result = result * key + s8(str_[i]);&lt;br /&gt;
&lt;br /&gt;
    return result;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in older versions of sead, characters were not explicitly casted to &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt; so the end result would depend on the signedness of &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; (which is implementation-defined). For GHS compiled code on the Wii U, &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; is unsigned whereas it&#039;s signed with Clang (AArch64 target). PC tools most likely use a signed &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; as that is the default signedness for x86 targets.&lt;br /&gt;
&lt;br /&gt;
In newer versions of sead, an explicit cast to &amp;lt;code&amp;gt;signed char&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;std::int8_t&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;, was added to ensure hashes are the same regardless of the target platform. Without the cast, non-ASCII characters (e.g. Japanese UTF-8 bytes) would result in hashes being different across platforms.&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
SARCs are used extensively in &#039;&#039;Breath of the Wild&#039;&#039; to keep related data in memory and minimise loading times.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
Archives have a wide range of extensions. However, the file format is completely the same regardless of the extension.&lt;br /&gt;
&lt;br /&gt;
The following extensions are specific to the game:&lt;br /&gt;
* [[pack]]&lt;br /&gt;
* [[bactorpack]]&lt;br /&gt;
* bmodelsh&lt;br /&gt;
* [[beventpack]]&lt;br /&gt;
* stera&lt;br /&gt;
* stats&lt;br /&gt;
&lt;br /&gt;
The following extensions are used by Nintendo libraries that are included in the game (non exhaustive list):&lt;br /&gt;
* sarc&lt;br /&gt;
* bgenv&lt;br /&gt;
* genvb&lt;br /&gt;
* blarc&lt;br /&gt;
&lt;br /&gt;
=== Data alignment ===&lt;br /&gt;
Some files have specific alignment requirements (e.g. for GPU data). Because Nintendo&#039;s SARC library returns file data by giving pointers to the data section directly, special care must be taken to pack files in a way that satisfies all alignment requirements.&lt;br /&gt;
&lt;br /&gt;
Nintendo libraries do not use BotW&#039;s resource system and expect files to be properly aligned. This is the case for layout archives (blarc) and agl environment files (Pack/Bootup.pack/Env/env.genvb).&lt;br /&gt;
&lt;br /&gt;
However unlike most other Nintendo games, for files that &#039;&#039;are&#039;&#039; managed by the game&#039;s resource system, aligning archive file data is usually unnecessary because the system will automatically allocate an aligned buffer and copy the archive data into it.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Because of the alignment problem and file size limitations due to &#039;&#039;Breath of the Wild&#039;&#039;&#039;s [[Resource system|resource system]], only the following tools are recommended:&lt;br /&gt;
&lt;br /&gt;
{{tool table|category=Tools (SARC)|notcategory=Unrecommended tools}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We strongly advise against using other tools because they do not handle file alignment properly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]] &lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10936</id>
		<title>SARC</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10936"/>
		<updated>2021-01-13T23:43:09Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Hash algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;SARC&#039;&#039;&#039;s are archive files.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The basic structure of SARC files is documented on the [[mk8:SARC (File Format)|MK8 wiki]].&lt;br /&gt;
&lt;br /&gt;
=== Hash algorithm ===&lt;br /&gt;
Nintendo&#039;s algorithm uses an unsigned 32-bit integer for the hash variable. Also note that Nintendo iterates over each byte, not each string character.&lt;br /&gt;
&lt;br /&gt;
Here is an accurate implementation of the algorithm, written in C++:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
// key is equal to 0x65&lt;br /&gt;
u32 calcHash32(const sead::SafeString&amp;amp; str, u32 key)&lt;br /&gt;
{&lt;br /&gt;
    const char* str_ = str.cstr();&lt;br /&gt;
&lt;br /&gt;
    u32 result = 0;&lt;br /&gt;
    // Each character must be treated as a signed value.&lt;br /&gt;
    // The cast to s8 (not s32) is necessary to avoid unsigned conversions.&lt;br /&gt;
    for (s32 i = 0; str_[i] != &#039;\0&#039;; i++)&lt;br /&gt;
        result = result * key + s8(str_[i]);&lt;br /&gt;
&lt;br /&gt;
    return result;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in older versions of sead, characters were not explicitly casted to &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt; so the end result would depend on the signedness of &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; (which is implementation-defined). For GHS compiled code on the Wii U, &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; is unsigned whereas it&#039;s signed with Clang (AArch64 target). PC tools most likely use a signed &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; as that is the default signedness for x86 targets.&lt;br /&gt;
&lt;br /&gt;
In newer versions of sead, an explicit cast to &amp;lt;code&amp;gt;signed char&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;std::int8_t&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;, to ensure hashes are the same regardless of the target platform. Without the cast, non-ASCII characters (e.g. Japanese UTF-8 bytes) would result in hashes being different across platforms.&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
SARCs are used extensively in &#039;&#039;Breath of the Wild&#039;&#039; to keep related data in memory and minimise loading times.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
Archives have a wide range of extensions. However, the file format is completely the same regardless of the extension.&lt;br /&gt;
&lt;br /&gt;
The following extensions are specific to the game:&lt;br /&gt;
* [[pack]]&lt;br /&gt;
* [[bactorpack]]&lt;br /&gt;
* bmodelsh&lt;br /&gt;
* [[beventpack]]&lt;br /&gt;
* stera&lt;br /&gt;
* stats&lt;br /&gt;
&lt;br /&gt;
The following extensions are used by Nintendo libraries that are included in the game (non exhaustive list):&lt;br /&gt;
* sarc&lt;br /&gt;
* bgenv&lt;br /&gt;
* genvb&lt;br /&gt;
* blarc&lt;br /&gt;
&lt;br /&gt;
=== Data alignment ===&lt;br /&gt;
Some files have specific alignment requirements (e.g. for GPU data). Because Nintendo&#039;s SARC library returns file data by giving pointers to the data section directly, special care must be taken to pack files in a way that satisfies all alignment requirements.&lt;br /&gt;
&lt;br /&gt;
Nintendo libraries do not use BotW&#039;s resource system and expect files to be properly aligned. This is the case for layout archives (blarc) and agl environment files (Pack/Bootup.pack/Env/env.genvb).&lt;br /&gt;
&lt;br /&gt;
However unlike most other Nintendo games, for files that &#039;&#039;are&#039;&#039; managed by the game&#039;s resource system, aligning archive file data is usually unnecessary because the system will automatically allocate an aligned buffer and copy the archive data into it.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Because of the alignment problem and file size limitations due to &#039;&#039;Breath of the Wild&#039;&#039;&#039;s [[Resource system|resource system]], only the following tools are recommended:&lt;br /&gt;
&lt;br /&gt;
{{tool table|category=Tools (SARC)|notcategory=Unrecommended tools}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We strongly advise against using other tools because they do not handle file alignment properly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]] &lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10935</id>
		<title>SARC</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=SARC&amp;diff=10935"/>
		<updated>2021-01-13T23:42:39Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: /* Hash algorithm */ replace the code snippet with the sead implementation and add more information about the s8 cast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;SARC&#039;&#039;&#039;s are archive files.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The basic structure of SARC files is documented on the [[mk8:SARC (File Format)|MK8 wiki]].&lt;br /&gt;
&lt;br /&gt;
=== Hash algorithm ===&lt;br /&gt;
Nintendo&#039;s algorithm uses an unsigned 32-bit integer for the hash variable, and a &#039;&#039;&#039;&#039;&#039;signed&#039;&#039; char variable&#039;&#039;&#039;. Also note that Nintendo iterates over each byte, not each string character.&lt;br /&gt;
&lt;br /&gt;
Here is an accurate implementation of the algorithm, written in C++:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
// key is equal to 0x65&lt;br /&gt;
u32 calcHash32(const sead::SafeString&amp;amp; str, u32 key)&lt;br /&gt;
{&lt;br /&gt;
    const char* str_ = str.cstr();&lt;br /&gt;
&lt;br /&gt;
    u32 result = 0;&lt;br /&gt;
    // Each character must be treated as a signed value.&lt;br /&gt;
    // The cast to s8 (not s32) is necessary to avoid unsigned conversions.&lt;br /&gt;
    for (s32 i = 0; str_[i] != &#039;\0&#039;; i++)&lt;br /&gt;
        result = result * key + s8(str_[i]);&lt;br /&gt;
&lt;br /&gt;
    return result;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in older versions of sead, characters were not explicitly casted to &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt; so the end result would depend on the signedness of &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; (which is implementation-defined). For GHS compiled code on the Wii U, &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; is unsigned whereas it&#039;s signed with Clang (AArch64 target). PC tools most likely use a signed &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; as that is the default signedness for x86 targets.&lt;br /&gt;
&lt;br /&gt;
In newer versions of sead, an explicit cast to &amp;lt;code&amp;gt;signed char&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;std::int8_t&amp;lt;/code&amp;gt;, aka &amp;lt;code&amp;gt;s8&amp;lt;/code&amp;gt;, to ensure hashes are the same regardless of the target platform. Without the cast, non-ASCII characters (e.g. Japanese UTF-8 bytes) would result in hashes being different across platforms.&lt;br /&gt;
&lt;br /&gt;
== Usage in &#039;&#039;Breath of the Wild&#039;&#039; ==&lt;br /&gt;
SARCs are used extensively in &#039;&#039;Breath of the Wild&#039;&#039; to keep related data in memory and minimise loading times.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
Archives have a wide range of extensions. However, the file format is completely the same regardless of the extension.&lt;br /&gt;
&lt;br /&gt;
The following extensions are specific to the game:&lt;br /&gt;
* [[pack]]&lt;br /&gt;
* [[bactorpack]]&lt;br /&gt;
* bmodelsh&lt;br /&gt;
* [[beventpack]]&lt;br /&gt;
* stera&lt;br /&gt;
* stats&lt;br /&gt;
&lt;br /&gt;
The following extensions are used by Nintendo libraries that are included in the game (non exhaustive list):&lt;br /&gt;
* sarc&lt;br /&gt;
* bgenv&lt;br /&gt;
* genvb&lt;br /&gt;
* blarc&lt;br /&gt;
&lt;br /&gt;
=== Data alignment ===&lt;br /&gt;
Some files have specific alignment requirements (e.g. for GPU data). Because Nintendo&#039;s SARC library returns file data by giving pointers to the data section directly, special care must be taken to pack files in a way that satisfies all alignment requirements.&lt;br /&gt;
&lt;br /&gt;
Nintendo libraries do not use BotW&#039;s resource system and expect files to be properly aligned. This is the case for layout archives (blarc) and agl environment files (Pack/Bootup.pack/Env/env.genvb).&lt;br /&gt;
&lt;br /&gt;
However unlike most other Nintendo games, for files that &#039;&#039;are&#039;&#039; managed by the game&#039;s resource system, aligning archive file data is usually unnecessary because the system will automatically allocate an aligned buffer and copy the archive data into it.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Because of the alignment problem and file size limitations due to &#039;&#039;Breath of the Wild&#039;&#039;&#039;s [[Resource system|resource system]], only the following tools are recommended:&lt;br /&gt;
&lt;br /&gt;
{{tool table|category=Tools (SARC)|notcategory=Unrecommended tools}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We strongly advise against using other tools because they do not handle file alignment properly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats]] &lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=10928</id>
		<title>Difficulty scaling</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=10928"/>
		<updated>2021-01-02T21:14:01Z</updated>

		<summary type="html">&lt;p&gt;Leoetlino: Shield Guard Up is bugged for amiibo weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:263--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty scaling&#039;&#039;&#039; is a mechanic in &#039;&#039;Breath of the Wild&#039;&#039; that results in enemies and weapons being progressively replaced by more powerful variants during a playthrough.&lt;br /&gt;
&lt;br /&gt;
== Points == &amp;lt;!--T:264--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:265--&amp;gt;&lt;br /&gt;
The scaling system is based on a point system. Killing enemies is the &#039;&#039;only way&#039;&#039; to receive points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:266--&amp;gt;&lt;br /&gt;
Whenever an enemy dies, the game increments a flag &#039;Defeated_{SameGroupActorName}_Num&#039; if all of the following conditions are satisfied:&lt;br /&gt;
* The current kill count is &amp;amp;#x3C; 10.&lt;br /&gt;
* The actor does not have the NotCountDefeatedNum [[actor tag]].&lt;br /&gt;
* &#039;&#039;&#039;For Monk Maz Koshia&#039;&#039;&#039;: &#039;Defeated_Priest_Boss_Normal_Num&#039; is 0.&lt;br /&gt;
* &#039;&#039;&#039;For Dark Beast Ganon&#039;&#039;&#039;: It is the first time the boss is beaten. (Ganon&#039;s Defeated flag has 1 as the maximum value.) &lt;br /&gt;
* &#039;&#039;&#039;For Blights&#039;&#039;&#039;: It is the first time the blight is beaten in the Divine Beast, or in the Illusory Realm. Blights fought in Hyrule Castle do not count.&lt;br /&gt;
This happens every time &#039;&#039;any&#039;&#039; enemy dies, even if they don&#039;t necessarily play a role in the point system (see below) and even if the player is not responsible for their death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:267--&amp;gt;&lt;br /&gt;
Because enemies have to be killed throughout the main quest and bosses are considered as enemies too, difficulty scaling is unavoidable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:268--&amp;gt;&lt;br /&gt;
Only the defeated counter flags are stored in the save file. The &amp;lt;code&amp;gt;Ecosystem::LevelSensor&amp;lt;/code&amp;gt; subsystem is responsible for [[Difficulty scaling#Ecosystem::LevelSensor::calculatePoints|converting these kill counts to points]] using a [[Difficulty scaling#Ecosystem::LevelSensor::loadByml|configuration file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:269--&amp;gt;&lt;br /&gt;
The subsystem provides two functions ([[Difficulty scaling#Ecosystem::LevelSensor::scaleWeapon|&amp;lt;code&amp;gt;scaleWeapon&amp;lt;/code&amp;gt;]] and [[Difficulty scaling#Ecosystem::LevelSensor::scaleActor|&amp;lt;code&amp;gt;scaleActor&amp;lt;/code&amp;gt;]]) that may be called when a weapon or enemy actor is created.&lt;br /&gt;
&lt;br /&gt;
== Scaling inhibitors == &amp;lt;!--T:270--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:271--&amp;gt;&lt;br /&gt;
Both scaling functions will immediately return without doing anything if:&lt;br /&gt;
* [[WorldMgr]]::sInstance-&amp;amp;#x3E;stageType == 1 (Open World [[stage]])&lt;br /&gt;
* and WorldMgr::sInstance-&amp;amp;#x3E;isAocField (current map is Trial of the Sword)&lt;br /&gt;
* and WorldMgr::sInstance-&amp;amp;#x3E;disableScaling (set to true when entering Trial of the Sword)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:394--&amp;gt;&lt;br /&gt;
This means that scaling is always disabled in the Trial of the Sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:395--&amp;gt;&lt;br /&gt;
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to &amp;amp;#x22;HateruSea&amp;amp;#x22;, which is the Eventide Island area.&lt;br /&gt;
&lt;br /&gt;
== Weapons == &amp;lt;!--T:272--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:273--&amp;gt;&lt;br /&gt;
&#039;scaleWeapon&#039; is called (i.e. weapons may be scaled) for a weapon if:&lt;br /&gt;
* &#039;&#039;&#039;For standalone weapons&#039;&#039;&#039;: The actor property &#039;LevelSensorMode&#039; is higher than 1 &#039;&#039;&#039;and&#039;&#039;&#039; it wasn&#039;t already picked up.&lt;br /&gt;
* &#039;&#039;&#039;For treasure chest drops&#039;&#039;&#039;: If SharpWeaponJudgeType is not 4, when [[AIDef:AI/TreasureBox]] initialises the drop actor.&lt;br /&gt;
* &#039;&#039;&#039;For Hinox weapons&#039;&#039;&#039;: The flag &amp;lt;code&amp;gt;{MapName}_Necklace_{i}_{HinoxName}_{ID}&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
* &#039;&#039;&#039;For other enemy drops&#039;&#039;&#039;: The flag &amp;lt;code&amp;gt;{MapName}_WeaponDrop_{ID}&amp;lt;/code&amp;gt; is false, &#039;&#039;&#039;and&#039;&#039;&#039; [the actor property &#039;LevelSensorMode&#039; is higher than 1 &#039;&#039;or&#039;&#039; the enemy is a Guardian Scout (&#039;Enemy_Guardian_Mini&#039;)].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:274--&amp;gt;&lt;br /&gt;
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.&lt;br /&gt;
&lt;br /&gt;
== Weapon bonuses == &amp;lt;!--T:275--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:276--&amp;gt;&lt;br /&gt;
Weapon scaling results in weapons being replaced by a different weapon (e.g. a Soldier&#039;s Bow which becomes a Royal Bow), or weapons gaining a random, bonus stat boost (e.g. Attack Up, Durability Up, etc.). The range of those boosts is also affected by weapon scaling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:396--&amp;gt;&lt;br /&gt;
There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). Those that belong to the Yellow tier are usually superior to the other ones. For instance, &#039;&#039;Attack Up +&#039;&#039; is the superior variant of &#039;&#039;Attack Up&#039;&#039; and it typically grants a higher attack power boost compared to &#039;&#039;Attack Up&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Bonus types === &amp;lt;!--T:277--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:278--&amp;gt;&lt;br /&gt;
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:279--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:280--&amp;gt; Available in bonus tiers&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:281--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:282--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:283--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:284--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:285--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:286--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:287--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:288--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:289--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:290--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:291--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:292--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:293--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:294--&amp;gt; Blue/White and Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:295--&amp;gt; Critical Hit&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:296--&amp;gt; Blue/White&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:297--&amp;gt; ZoomRapid&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:298--&amp;gt; Yellow&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:299--&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Critical Hit&amp;quot; can only be selected if weaponCommonSharpWeaponAddCrit is true &#039;&#039;and&#039;&#039; if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed.&lt;br /&gt;
* AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Shield Guard Up&amp;quot; does not appear for amiibo weapons because of a game bug.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bonus values === &amp;lt;!--T:300--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:301--&amp;gt;&lt;br /&gt;
Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.&lt;br /&gt;
&lt;br /&gt;
==== amiibo ==== &amp;lt;!--T:302--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Because of a bug in the game code&amp;lt;ref&amp;gt;The bugged code is in function {{addr|a=0x71002df7d8|ver=nx-1.5.0}}.&amp;lt;/ref&amp;gt;, any time the game randomly chooses the &amp;quot;Shield Guard Up&amp;quot; bonus, the actual bonus that gets assigned to the weapon and shows up in the user interface is &amp;quot;Durability Up&amp;quot;. For this reason, the extra durability value that is used for shields with the &amp;quot;Durability Up&amp;quot; bonus is either addLifeMax or addGuardMax, depending on which bonus was chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:303--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:304--&amp;gt; Value that is used for the bonus effect&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:305--&amp;gt; None&amp;lt;/translate&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:306--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || addAtkMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:307--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || addLifeMax or addGuardMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:308--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || addThrowMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:309--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:310--&amp;gt; 5-shot burst&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:311--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || addRapidFireMin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:312--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:313--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || addGuardMax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:314--&amp;gt;&lt;br /&gt;
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power.&lt;br /&gt;
No randomness is involved.&lt;br /&gt;
&lt;br /&gt;
==== Non-amiibo ==== &amp;lt;!--T:315--&amp;gt; &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:316--&amp;gt; Bonus&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:317--&amp;gt; Value that is used for the bonus effect&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:318--&amp;gt; None&amp;lt;/translate&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:319--&amp;gt; Attack up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:320--&amp;gt; Random integer between addAtkMin and addAtkMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:321--&amp;gt; Durability up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:322--&amp;gt; Random integer between addLifeMin and addLifeMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:323--&amp;gt; Long throw&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:324--&amp;gt; Random float between addThrowMin and addThrowMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:325--&amp;gt; Multi-shot burst (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:326--&amp;gt; 5-shot burst&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:327--&amp;gt; Quick shot (bows)&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:328--&amp;gt; Random float between addRapidFireMin and addRapidFireMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:329--&amp;gt; AddSurfMaster&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:330--&amp;gt; [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:331--&amp;gt; Shield guard up&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:332--&amp;gt; Random integer between addGuardMin and addGuardMax&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:333--&amp;gt;&lt;br /&gt;
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.&lt;br /&gt;
&lt;br /&gt;
== Enemies == &amp;lt;!--T:334--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:335--&amp;gt;&lt;br /&gt;
When loading enemies, the game will always try to scale enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:336--&amp;gt;&lt;br /&gt;
However, the scaling function won&#039;t do anything if &#039;LevelSensorMode&#039; is &amp;amp;#x3C; 1 and will leave the enemy and any weapons they may hold unscaled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:337--&amp;gt;&lt;br /&gt;
Note: Enemies that are not in any upgrade list (such as elemental Lizalfos) will not be scaled, but their weapon can still receive upgrades if:&lt;br /&gt;
* &#039;LevelSensorMode&#039; is non zero.&lt;br /&gt;
* Weapon point requirements are satisfied&lt;br /&gt;
* &#039;&#039;or&#039;&#039; the modifier tier is overridden using &#039;SharpWeaponJudgeType&#039;.&lt;br /&gt;
[1.3.0] In Master Mode, &#039;&#039;&#039;all&#039;&#039;&#039; enemies are automatically ranked up one tier by default &#039;&#039;&#039;post scaling&#039;&#039;&#039;, independently of &#039;LevelSensorMode&#039;. [[Actor]]s can receive two additional parameters:&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:338--&amp;gt; Parameter&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:339--&amp;gt; Default&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:340--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IsHardModeActor&lt;br /&gt;
| false&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:341--&amp;gt; Controls whether an enemy only shows up in Master Mode.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DisableRankUpForHardMode&lt;br /&gt;
| false&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:342--&amp;gt; Controls whether the automatic rankup applies to an enemy.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:343--&amp;gt;&lt;br /&gt;
In Master Mode, IsHardModeActor, DisableRankUpForHardMode and LevelSensorMode are combined on some actors to keep low-level enemies in the overworld (e.g. Red Bokoblin south of the Great Plateau).&lt;br /&gt;
&lt;br /&gt;
== Properties == &amp;lt;!--T:344--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;LevelSensorMode&amp;lt;/code&amp;gt; === &amp;lt;!--T:345--&amp;gt;&lt;br /&gt;
This [[actor]] property controls whether scaling is enabled for an enemy or weapon. Also applies to any weapons held by an enemy since &#039;scaleWeapon&#039; is called when an enemy drops their weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:346--&amp;gt;&lt;br /&gt;
Note that this doesn&#039;t apply to weapons that are attached to a Hinox&#039;s necklace, because Hinoxes use a different underlying enemy actor which overrides the &#039;on weapon dropped&#039; function and ignores &#039;LevelSensorMode&#039;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;SharpWeaponJudgeType&amp;lt;/code&amp;gt; === &amp;lt;!--T:347--&amp;gt;&lt;br /&gt;
This actor property controls the &#039;&#039;minimum&#039;&#039; modifier tier that a weapon can receive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:348--&amp;gt;&lt;br /&gt;
Internally and in assets such as [[Map unit|map units]], the following values are used for modifiers:&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:349--&amp;gt; Value&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:350--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:351--&amp;gt; &#039;&#039;&#039;None&#039;&#039;&#039;: No modifiers.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:352--&amp;gt; &#039;&#039;&#039;RandomBlue&#039;&#039;&#039;: Weapon will randomly get at least a blue modifier (with &amp;lt;code&amp;gt;weaponCommonSharpWeaponPer&amp;lt;/code&amp;gt; being the probability).&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:353--&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: Weapon will get at least a blue modifier.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:354--&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Weapon will get at least a yellow modifier.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:355--&amp;gt; &#039;&#039;&#039;NoneForced&#039;&#039;&#039; (chests only): Weapon will &#039;&#039;never&#039;&#039; spawn with any modifiers. &#039;&#039;This overrides regular scaling.&#039;&#039;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:356--&amp;gt;&lt;br /&gt;
If [[Difficulty scaling#LevelSensorMode|scaling]] is enabled, the weapon may receive modifiers from an even higher tier if point requirements are met.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:357--&amp;gt;&lt;br /&gt;
Otherwise, the weapon will get modifiers from exactly the specified tier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:358--&amp;gt;&lt;br /&gt;
For example, 0 (&#039;None&#039;) doesn&#039;t mean a weapon will never receive a modifier. It just means that the developers haven&#039;t forced the weapon to spawn with a blue/yellow modifier. If scaling requirements are satisfied, the weapon will receive blue or yellow modifiers.&lt;br /&gt;
&lt;br /&gt;
== Scaling algorithm == &amp;lt;!--T:359--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::loadByml&amp;lt;/code&amp;gt; === &amp;lt;!--T:360--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:361--&amp;gt;&lt;br /&gt;
This function is called by &amp;lt;code&amp;gt;Ecosystem::init&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;ksys::InitializeApp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:362--&amp;gt;&lt;br /&gt;
Sets up byml structures for reading Ecosystem/[[LevelSensor.byml]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::calculatePoints&amp;lt;/code&amp;gt; === &amp;lt;!--T:363--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:364--&amp;gt;&lt;br /&gt;
Called by [[PlacementMgr]] when spawning actors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:365--&amp;gt;&lt;br /&gt;
Calculates weapon and enemy scaling points using a list of flags and configuration values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:366--&amp;gt;&lt;br /&gt;
All flags that are referenced in the configuration file are of the form &amp;lt;code&amp;gt;Defeated_%s_Num&amp;lt;/code&amp;gt;, but technically the configuration format allows for other flags to be specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:367--&amp;gt;&lt;br /&gt;
Interestingly, the game calculates a single point value based on the kill counter flags but calculates two separate values for weapons and enemies with two different multipliers. This format makes it possible to easily change the scaling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:368--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float points = 0.0;&lt;br /&gt;
for (kill_flag : this-&amp;gt;byml[&amp;quot;flag&amp;quot;])&lt;br /&gt;
    int kill_count = GameData::getIntegerFlag(kill_flag[&amp;quot;name&amp;quot;]);&lt;br /&gt;
    points += kill_count * kill_flag[&amp;quot;point&amp;quot;];&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:369--&amp;gt;&lt;br /&gt;
this-&amp;gt;points = points;&lt;br /&gt;
this-&amp;gt;weapon_points = points * this-&amp;gt;byml[&amp;quot;setting&amp;quot;].Level2WeaponPower;&lt;br /&gt;
this-&amp;gt;enemy_points = points * this-&amp;gt;byml[&amp;quot;setting&amp;quot;].Level2EnemyPower;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:370--&amp;gt;&lt;br /&gt;
In practice, settings have never been modified. 1.5.0 (which will likely be the last game update) still has the same Level2WeaponPower and Level2EnemyPower.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleWeapon&amp;lt;/code&amp;gt; === &amp;lt;!--T:371--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:372--&amp;gt;&lt;br /&gt;
Called from treasure chest code, enemy actors{{Check}}, &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleActor&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:373--&amp;gt;&lt;br /&gt;
Given a weapon name, its modifier and current point status, this function returns the weapon to actually spawn and the modifier to use (if possible).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:374--&amp;gt;&lt;br /&gt;
If the algorithm fails to find an appropriate weapon that satisfies all conditions (point requirements, weapon series, modifier), the originally specified weapon and modifier will be used directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:375--&amp;gt;&lt;br /&gt;
Pseudocode (1.0.0):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:376--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString&amp;amp; weapon_to_look_up,&lt;br /&gt;
                                         WeaponModifier required_modifier,&lt;br /&gt;
                                         const char** weapon_to_use_name,&lt;br /&gt;
                                         WeaponModifier* modifier_to_use,&lt;br /&gt;
                                         void* unknown)&lt;br /&gt;
{&lt;br /&gt;
  // some checks using &#039;unknown&#039; here which seems to be a pointer to the actor&lt;br /&gt;
  //&lt;br /&gt;
  for (weapon_table : this-&amp;gt;byml[&amp;quot;weapon&amp;quot;]) {&lt;br /&gt;
    // find the first weapon entry for which the player has enough points&lt;br /&gt;
    // with the specified name and modifier&lt;br /&gt;
    i = -1;&lt;br /&gt;
    for (j = 0; j &amp;lt; weapon_table[&amp;quot;actors&amp;quot;].size; ++j) {&lt;br /&gt;
      entry = weapon_table[&amp;quot;actors&amp;quot;][j];&lt;br /&gt;
      float points_for_next_transition = entry[&amp;quot;value&amp;quot;];&lt;br /&gt;
      //&lt;br /&gt;
      if (this-&amp;gt;weapon_points &amp;gt; points_for_next_transition &amp;amp;&amp;amp;&lt;br /&gt;
          weapon_to_look_up == entry[&amp;quot;name&amp;quot;] &amp;amp;&amp;amp;&lt;br /&gt;
          convert_to_modifier(entry[&amp;quot;plus&amp;quot;]) == required_modifier) {&lt;br /&gt;
        i = j;&lt;br /&gt;
        break;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    //&lt;br /&gt;
    if (i == -1)&lt;br /&gt;
      continue;&lt;br /&gt;
    //&lt;br /&gt;
    do {&lt;br /&gt;
      entry = weapon_table[&amp;quot;actors&amp;quot;][i];&lt;br /&gt;
      //&lt;br /&gt;
      // not_rank_up means there is no link between weapons;&lt;br /&gt;
      // this table is just used to look up modifiers.&lt;br /&gt;
      // so go down the list until there are no more entries for the requested weapon&lt;br /&gt;
      // or until we reach a modifier that requires more points.&lt;br /&gt;
      if (weapon_table[&amp;quot;not_rank_up&amp;quot;] &amp;amp;&amp;amp; entry[&amp;quot;name&amp;quot;] != weapon_to_look_up)&lt;br /&gt;
        break;&lt;br /&gt;
      //&lt;br /&gt;
      // otherwise, just go down the list until we reach the end or a weapon which&lt;br /&gt;
      // requires more points. this will possibly upgrade the weapon (e.g. Knight -&amp;gt; Royal).&lt;br /&gt;
      if (this-&amp;gt;weapon_points &amp;lt;= entry[&amp;quot;value&amp;quot;])&lt;br /&gt;
        break;&lt;br /&gt;
      //&lt;br /&gt;
      ++i;&lt;br /&gt;
    } while (i &amp;lt; weapon_table[&amp;quot;actors&amp;quot;].size);&lt;br /&gt;
    //&lt;br /&gt;
    *weapon_to_use_name = entry[&amp;quot;name&amp;quot;];&lt;br /&gt;
    *modifier_to_use = convert_to_modifier(entry[&amp;quot;plus&amp;quot;]);&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;Ecosystem::LevelSensor::scaleActor&amp;lt;/code&amp;gt; === &amp;lt;!--T:377--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:378--&amp;gt;&lt;br /&gt;
Analogous to &amp;lt;code&amp;gt;LevelSensor::scaleWeapon&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:379--&amp;gt;&lt;br /&gt;
Pseudocode (1.0.0):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:380--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
if (actor-&amp;gt;params[&amp;quot;LevelSensorMode&amp;quot;] &amp;lt; 1)&lt;br /&gt;
  return false;&lt;br /&gt;
//&lt;br /&gt;
if (actor_name.contains(&amp;quot;Enemy&amp;quot;)) {&lt;br /&gt;
  for (enemy_table : this-&amp;gt;byml[&amp;quot;enemy&amp;quot;]) {&lt;br /&gt;
    i = -1;&lt;br /&gt;
    for (j = 0; j &amp;lt; enemy_table[&amp;quot;actors&amp;quot;].size; ++j) {&lt;br /&gt;
      entry = enemy_table[&amp;quot;actors&amp;quot;][j];&lt;br /&gt;
      if (entry[&amp;quot;name&amp;quot;] == actor_name &amp;amp;&amp;amp; this-&amp;gt;enemy_points &amp;gt; entry[&amp;quot;value&amp;quot;]) {&lt;br /&gt;
        i = j;&lt;br /&gt;
        break;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    //&lt;br /&gt;
    if (i == -1)&lt;br /&gt;
      continue;&lt;br /&gt;
    //&lt;br /&gt;
    do {&lt;br /&gt;
      entry = enemy_table[&amp;quot;actors&amp;quot;][i];&lt;br /&gt;
      if (this-&amp;gt;enemy_points &amp;lt;= entry[&amp;quot;value&amp;quot;])&lt;br /&gt;
        break;&lt;br /&gt;
      ++i;&lt;br /&gt;
    } while (i &amp;lt; enemy_table[&amp;quot;actors&amp;quot;].size);&lt;br /&gt;
    //&lt;br /&gt;
    *actor_to_use = entry[&amp;quot;name&amp;quot;];&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
//&lt;br /&gt;
if (actor_name.contains(&amp;quot;Weapon&amp;quot;)) {&lt;br /&gt;
  weapon_name = actor-&amp;gt;getWeaponName();&lt;br /&gt;
  modifier = actor-&amp;gt;params[&amp;quot;SharpWeaponJudgeType&amp;quot;];&lt;br /&gt;
  if (modifier == WeaponModifier::RandomBlue)&lt;br /&gt;
    modifier = get_random_blue_modifier(actor-&amp;gt;getWeaponName());&lt;br /&gt;
  //&lt;br /&gt;
  if (scaleWeapon(weapon_name, &amp;amp;weapon_to_use, &amp;amp;modifier_to_use)) {&lt;br /&gt;
    actor-&amp;gt;setProperty(&amp;quot;SharpWeaponJudgeType&amp;quot;, modifier_to_use);&lt;br /&gt;
    *actor_to_use = weapon_to_use;&lt;br /&gt;
    return true;&lt;br /&gt;
  }&lt;br /&gt;
  return false;  // cannot scale up&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Data == &amp;lt;!--T:381--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:382--&amp;gt;&lt;br /&gt;
To make things easier to understand, here are links to:&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vRSlyOD7FLAn1TUBn64Pu8Pld-WOfgcVByuywHMWvBTEV0j8potD1wkBs-MJJXf-gvEkpfItUCMqMk6/pubhtml kill point, enemy scaling and weapon scaling tables]&lt;br /&gt;
* an [https://objmap.zeldamods.org object map with scaling information].&lt;br /&gt;
This makes it possible to see both the required points for enemy/weapon upgrades, as well as all of the special cases extremely easily.&lt;br /&gt;
&lt;br /&gt;
== Ganon Blights == &amp;lt;!--T:383--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:384--&amp;gt;&lt;br /&gt;
Ganon blights also have varying difficulty but follow a different system. Their health is determined by the base HP (set in [[ActorParam/GeneralParamList|GeneralParamList]]) and blight defeat flags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:385--&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c++&amp;quot;&amp;gt;__int64 SiteBoss::getInitialHP(SiteBoss *this) // 0x71002D01F4&lt;br /&gt;
{&lt;br /&gt;
  const int baseHp = Enemy::getInitialHP(this);&lt;br /&gt;
  const int halfBaseHp = baseHp &amp;gt;&amp;gt; 1;&lt;br /&gt;
  const bool dieGanonWind = hasFlag_Die_PGanonWind(0);&lt;br /&gt;
  const bool dieGanonWater = hasFlag_Die_PGanonWater(0);&lt;br /&gt;
  const bool dieGanonFire = hasFlag_Die_PGanonFire(0);&lt;br /&gt;
  const bool dieGanonElectric = hasFlag_Die_PGanonElectric(0);&lt;br /&gt;
  const int flags = this-&amp;gt;siteBossFlags &amp;amp; 0xFFFFFFFC;&lt;br /&gt;
  int multiplier;&lt;br /&gt;
  if ( flags == 4 )&lt;br /&gt;
    multiplier = 3;&lt;br /&gt;
  else if ( flags == 8 )&lt;br /&gt;
    multiplier = 4;&lt;br /&gt;
  else&lt;br /&gt;
    multiplier = dieGanonFire + dieGanonWind + dieGanonWater + dieGanonElectric;&lt;br /&gt;
  return baseHp + multiplier * halfBaseHp;&lt;br /&gt;
}&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:386--&amp;gt;&lt;br /&gt;
Effectively, this means that the first blight Link fights will have 800+0×400 = 800 HP, the second will have 800+1×400 = 1200 HP, the third 800+2×400 = 1600 HP and the last one 800+3×400 = 2000 HP.&lt;br /&gt;
&lt;br /&gt;
=== Special case 1: Castle Blights === &amp;lt;!--T:387--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:388--&amp;gt;&lt;br /&gt;
Castle blights have &amp;lt;code&amp;gt;IsRemainBoss&amp;lt;/code&amp;gt; set to false in their root AI parameters (see [[AIDef:AI/SiteBossSpearRoot]] for example), which sets flag 4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:389--&amp;gt;&lt;br /&gt;
Thus, blights that are fought in the Castle always have 800+3×400 = 2000 HP regardless of story progression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:390--&amp;gt;&lt;br /&gt;
If flag 4 is set, the [[AIDef:Action/SiteBossDie]] code will NOT increment the &amp;amp;#x22;defeated&amp;amp;#x22; counter. This means castle blights do not give any scaling points.&lt;br /&gt;
&lt;br /&gt;
=== Special case 2: DLC2 Blights === &amp;lt;!--T:391--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:392--&amp;gt;&lt;br /&gt;
Illusory Realm blights possess the &amp;lt;code&amp;gt;EnemySiteBoss_R&amp;lt;/code&amp;gt; actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:393--&amp;gt;&lt;br /&gt;
Interestingly, the Windblight AI function doesn&#039;t check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be &amp;lt;code&amp;gt;Enemy_SiteBoss_Bow_R&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Game mechanics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>Leoetlino</name></author>
	</entry>
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