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	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-04-21T06:26:14Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=11910</id>
		<title>Difficulty scaling</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Difficulty_scaling&amp;diff=11910"/>
		<updated>2025-04-27T17:23:08Z</updated>

		<summary type="html">&lt;p&gt;Savage13: /* Enemies */  Add reference to enemies in Test of Strength shrines in Master Mode not being ranked up.&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 modifiers == &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;
=== Modifier types === &amp;lt;!--T:277--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:278--&amp;gt;&lt;br /&gt;
Which modifier a weapon receives is random each time Link obtains it. Which modifiers a weapon can possibly have is specific for each in [[ActorParam/GeneralParamList]], and is based on the weapon&#039;s type and the modifier tier. Note that certain modifiers can only appear at certain tiers— in particular, this means once a weapon is scaled to yellow modifiers, it can no longer receive the Critical Hit buff.&lt;br /&gt;
&lt;br /&gt;
The odds for each type of modifier is determined by an algorithm in actWeapon which depends on the possible modifiers for a given weapon at a given tier. As such, this algorithm yields the following odds for different types of weapons:&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2|Weapon !! rowspan=2|Modifier Tier !! AddAtk !! AddLife !! AddCrit !! AddGuard !! AddThrow !! AddSpreadFire !! AddZoomRapid !! AddRapidFire !! AddSurfMaster&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:283--&amp;gt; Durability Up&amp;lt;/translate&amp;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:293--&amp;gt; Shield Guard Up&amp;lt;/translate&amp;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:287--&amp;gt; 5-Shot Burst&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:297--&amp;gt; &#039;&#039;Unused&#039;&#039;&amp;lt;sup&amp;gt;[[#Notes|[a] ]]&amp;lt;/sup&amp;gt;&amp;lt;/translate&amp;gt; || &amp;lt;translate&amp;gt;&amp;lt;!--T:289--&amp;gt; Quick Shot&amp;lt;/translate&amp;gt; || &#039;&#039;Unused&#039;&#039;&amp;lt;sup&amp;gt;[[#Notes|[b] ]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most melee weapons || White/Blue || 25% || 33.3̅3̅% || 41.6̅6̅% || - || -  || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Most melee weapons || Yellow || 25% || 33.3̅3̅% || - || - || 41.6̅6̅% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Traveler&#039;s Sword/&amp;lt;br&amp;gt;Rusty Broadsword || White/Blue || 50% || 50% || Impossible || - || -  || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Boomerangs, elemental rods and wind items || Yellow || 50% || 50% || - || - || Impossible || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shields || White/Blue || - || 50% || - || 50%&amp;lt;sup&amp;gt;[[#Notes|[c] ]]&amp;lt;/sup&amp;gt; || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shields || Yellow || - || 50% || - || 50%&amp;lt;sup&amp;gt;[[#Notes|[c] ]]&amp;lt;/sup&amp;gt; || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Bows || White/Blue || 50% || 50% || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bows || Yellow || 25% || 33.3̅3̅% || - || - || - || - || - || 41.6̅6̅% || -&lt;br /&gt;
|-&lt;br /&gt;
| Multi-Shot Bows&amp;lt;sup&amp;gt;[[#Notes|[d] ]]&amp;lt;/sup&amp;gt; || Yellow || 12.5% || 22.2̅2̅% || - || - || - || 29.16̅% || - || 36.1̅1̅% || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
==== Notes ==== &amp;lt;!--T:299--&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[a]&amp;lt;/small&amp;gt; AddSurfMaster, or &amp;quot;Shield Surf Up&amp;quot; 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, though if implemented through mods or glitches it uses a yellow shield icon and reads &amp;quot;Shield Surf Up&amp;quot;&lt;br /&gt;
* &amp;lt;small&amp;gt;[b]&amp;lt;/small&amp;gt; AddZoomRapid is another unused bonus that gives bows a zoom when aimed, similar to the property inherent to the Golden and Phrenic Bows. &lt;br /&gt;
* &amp;lt;small&amp;gt;[c]&amp;lt;/small&amp;gt; Due to a bug, if &amp;quot;Shield Guard Up&amp;quot; is rolled for an amiibo weapon, &amp;quot;Durability Up&amp;quot; will be applied using that value instead.&amp;lt;ref name=&amp;quot;amiiboShield&amp;quot;&amp;gt;The bugged code is in function {{addr|a=0x71002df7d8|ver=nx-1.5.0}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[d]&amp;lt;/small&amp;gt; These are for bows which can have the Five-Shot Burst modifier, which are the Forest Dweller&#039;s Bow, Lynel Bow, Mighty Lynel Bow, and the Savage Lynel Bow. (Despite shooting multiple arrows, the Duplex Bow and Great Eagle Bow cannot have this modifier.)&lt;br /&gt;
&lt;br /&gt;
====Impossible modifiers====&lt;br /&gt;
Some items of a weapon type are furthermore restricted from certain modifiers, or the only ones that can receive it:&lt;br /&gt;
*Cannot receive Critical Hit (&amp;lt;code&amp;gt;SharpWeaponAddCrit&amp;lt;/code&amp;gt; is false):&lt;br /&gt;
** Odd cases: Traveler&#039;s Sword, Rusty Broadsword&lt;br /&gt;
** Special weapons: Master Sword, One-Hit Obliterator&lt;br /&gt;
*Cannot receive Long Throw (&amp;lt;code&amp;gt;PoweredSharpAddThrowMin || PoweredSharpAddThrowMax == 1.0&amp;lt;/code&amp;gt;):&lt;br /&gt;
** Boomerangs: Boomerang, Giant Boomerang, Lizal Boomerang, Lizal Forked Boomerang, Lizal Tri-Boomerang, Lizalfos Arm, Sea-Breeze Boomerang&lt;br /&gt;
** Elemental rods: Fire Rod, Ice Rod, Lightning Rod, Meteor Rod, Blizzard Rod, Thunderstorm Rod&lt;br /&gt;
** Wind-blowing weapons: Korok Leaf, Windcleaver&lt;br /&gt;
** Special weapons: Master Sword, One-Hit Obliterator&lt;br /&gt;
*Can receive Five-Shot Burst (&amp;lt;code&amp;gt;PoweredSharpAddSpreadFire&amp;lt;/code&amp;gt; is true): &lt;br /&gt;
** Forest Dweller&#039;s Bow, Lynel Bow, Mighty Lynel Bow, Savage Lynel Bow&lt;br /&gt;
*The Hero&#039;s Shield will never recieve Shield Guard up due to only being obtainable from amiibo.&lt;br /&gt;
&lt;br /&gt;
There are also some items that have values for modifiers in their parameters, but in all actual in-game cases have scaling restricted. This is mostly weapons only obtainable through crafting or shops.&lt;br /&gt;
*Never seen with any modifiers: &lt;br /&gt;
**Only from purchasing: Ancient Short Sword, Ancient Bladesaw, Ancient Shield, Ancient Bow, Spring-Loaded Hammer&lt;br /&gt;
**Champions&#039; weapons restricted: Scimitar of the Seven, Daybreaker, Boulder Breaker, Great Eagle Bow, Ceremonial Trident, Lightscale Trident&lt;br /&gt;
**Skeleton arms: Bokoblin Arm, Lizalfos Arm, Moblin Arm&lt;br /&gt;
**Random items: Farmer&#039;s Pitchfork&lt;br /&gt;
**Special weapon: Bow of Light&lt;br /&gt;
*Never seen with yellow modifiers (only white):&lt;br /&gt;
**Random items: Tree Branch, Soup Ladle, Boat Oar, Woodcutter&#039;s Axe, Wooden Mop, Pot Lid, Wooden Bow&lt;br /&gt;
&lt;br /&gt;
Finally, there are some items which either have limited instances where scaling is allowed and/or limited modifier availability before they upgrade. A list can be found [https://docs.google.com/spreadsheets/d/1RdV6RsHucg4h22sIZOEBsGSE7Mxk4zUipsADoGIjkOk/pubhtml# here].&lt;br /&gt;
&lt;br /&gt;
=== Modifier 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 actual 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. The possible values for a bonus are generally higher for a yellow tier.&lt;br /&gt;
&lt;br /&gt;
==== Non-amiibo weapons ==== &amp;lt;!--T:315--&amp;gt; &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:316--&amp;gt; Modifier chosen&amp;lt;/translate&amp;gt; !! Effect if applied !! Bonus Value (White/Blue) !! Bonus Value (Yellow)&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; || Attack value boosted by: || Random integer between [SharpWeaponAddAtkMin, SharpWeaponAddAtkMax] || Random integer between [PoweredSharpAddAtkMin, PoweredSharpAddAtkMax]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:321--&amp;gt; Durability Up&amp;lt;/translate&amp;gt; || Durability value boosted by: || Random integer between [SharpWeaponAddLifeMin, SharpWeaponAddLifeMax] || Random integer between [PoweredSharpAddLifeMin, PoweredSharpAddLifeMax]&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit || Last hit of a chain does double damage/staggers enemies || - || N/A&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; || Shield guard value boosted by: || Random integer between [SharpWeaponAddGuardMin, SharpWeaponAddGuardMax] || Random integer between [PoweredSharpWeaponAddGuardMin, PoweredSharpWeaponAddGuardMax]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:323--&amp;gt; Long Throw&amp;lt;/translate&amp;gt; || Throw distance multiplied by: || - || Random float between [PoweredSharpAddThrowMin, PoweredSharpAddThrowMax]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:325--&amp;gt; Multi-Shot Burst&amp;lt;/translate&amp;gt; || Bow shoots multiple arrows: || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;AddZoomRapid&#039;&#039; || Reticle zooms when aiming || - || Unknown {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:327--&amp;gt; Quick Shot&amp;lt;/translate&amp;gt; || Firing rate multiplied by: || - || Random float between [PoweredSharpAddRapidFireMin, PoweredSharpAddRapidFireMax]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:329--&amp;gt; &#039;&#039;AddSurfMaster&#039;&#039;&amp;lt;/translate&amp;gt; || Shield surfing friction multiplied by: || - || 0.2 (from [[GlobalParameter]]::ShieldSurfMasterFrictionRatio)&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, a modifier bonus results in a randomized additional value in a certain range for each item.&lt;br /&gt;
&lt;br /&gt;
==== amiibo weapons ==== &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 name=&amp;quot;amiiboShield&amp;quot;&amp;gt;&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;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:303--&amp;gt; Modifier chosen&amp;lt;/translate&amp;gt; !! Effect if applied !! Bonus Value (White/Blue) !! Bonus Value (Yellow)&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; || Attack value boosted by: || SharpWeaponAddAtkMax || PoweredSharpAddAtkMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:307--&amp;gt; Durability Up&amp;lt;/translate&amp;gt; || Durability value boosted by: || SharpWeaponAddLifeMax || PoweredSharpAddLifeMax&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit || Last hit of a chain does double damage/staggers enemies || - || N/A&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; || &#039;&#039;&#039;Durability&#039;&#039;&#039; value boosted by: || SharpWeaponAddGuardMax || PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:308--&amp;gt; Long Throw&amp;lt;/translate&amp;gt; || Throw distance multiplied by: || - ||  PoweredSharpAddThrowMax&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:309--&amp;gt; Multi-Shot Burst&amp;lt;/translate&amp;gt; || Bow shoots multiple arrows: || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;AddZoomRapid&#039;&#039; || Reticle zooms when aiming || - || Unknown {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:311--&amp;gt; Quick Shot&amp;lt;/translate&amp;gt; || Firing rate multiplied by: || - || PoweredSharpAddRapidFireMin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:312--&amp;gt; &#039;&#039;AddSurfMaster&#039;&#039;&amp;lt;/translate&amp;gt; || Shield surfing friction multiplied by: || - || 0.2 (from [[GlobalParameter]]::ShieldSurfMasterFrictionRatio)&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, a modifier always yields the highest possible value for that weapon as a bonus, except Quick Shot, which will use the &#039;&#039;lowest&#039;&#039; value.&lt;br /&gt;
No randomness is involved, aside from whether the Durability Up bonus comes from the AddLifeMax or AddGuardMax value.&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). Enemies within Test of Strength Shrines (Dungeon070-Dungeon089 and Dungeon135) are not ranked up, [https://code.botw.link/uking/uking/src/Game/DLC/aocHardModeManager.cpp.html#_ZNK5uking3aoc15HardModeManager22isTestOfStrengthShrineEv HardModeManager::&amp;lt;dfn&amp;gt;rankUpEnemy&amp;lt;/dfn&amp;gt;].&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>Savage13</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Save_Files&amp;diff=11807</id>
		<title>Save Files</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Save_Files&amp;diff=11807"/>
		<updated>2024-06-20T10:38:00Z</updated>

		<summary type="html">&lt;p&gt;Savage13: Add weather save file information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
BotW can store up to 9 save states per profile, 6 for normal mode (1 manual save and 5 autosaves) and 2 for master mode (1 manual save and 1 autosave).&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
The content of the save folder is structured as following:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
     caption.jpg&lt;br /&gt;
     caption.sav&lt;br /&gt;
     game_data.sav&lt;br /&gt;
 1&lt;br /&gt;
 ...&lt;br /&gt;
 album&lt;br /&gt;
     pict_000.jpg&lt;br /&gt;
     pict_001.jpg&lt;br /&gt;
     ...&lt;br /&gt;
 pict_book&lt;br /&gt;
     Animal_Cassowary_A.jpg&lt;br /&gt;
     Weapon_Sword_008.jpg&lt;br /&gt;
     ...&lt;br /&gt;
 tracker&lt;br /&gt;
     trackblock00.sav&lt;br /&gt;
     trackblock01.sav&lt;br /&gt;
     ...&lt;br /&gt;
 option.sav&lt;br /&gt;
&lt;br /&gt;
The numbered folders each represent one save state.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
&amp;lt;code&amp;gt;option.sav&amp;lt;/code&amp;gt; contains the settings set in the options menu (inverted camera, stick sensitivity etc.). The exact data stored here corresponds to the game flags defined in &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata&amp;lt;/code&amp;gt;, where the &amp;lt;code&amp;gt;file_list&amp;lt;/code&amp;gt; array&#039;s zero-index dictionary contains the &amp;lt;code&amp;gt;file_name&amp;lt;/code&amp;gt; &amp;quot;option.sav&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Album===&lt;br /&gt;
The album folder contains one JPG file for each entry in the in-game album, numbered in the order they were taken.&lt;br /&gt;
&lt;br /&gt;
===Hyrule Compendium===&lt;br /&gt;
Each JPG file in the &amp;lt;code&amp;gt;pict_book&amp;lt;/code&amp;gt; folder corresponds to one entry in the Hyrule Compendium. The name of each file is the internal name of the given item, weapon or animal. Do note that the compendium is not directly tied to a specific save state, meaning the images are shared between all saves.&lt;br /&gt;
&lt;br /&gt;
===Save State===&lt;br /&gt;
Each save state contains 3 files:&lt;br /&gt;
* caption.jpg A screenshot taken at the time of saving.&lt;br /&gt;
* caption.sav Contains a small amount of data for each save that is displayed in the save select screen (e.g. time and location). The exact data stored here corresponds to the game flags defined in &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata&amp;lt;/code&amp;gt;, where the &amp;lt;code&amp;gt;file_list&amp;lt;/code&amp;gt; array&#039;s zero-index dictionary contains the &amp;lt;code&amp;gt;file_name&amp;lt;/code&amp;gt; &amp;quot;caption.sav&amp;quot;&lt;br /&gt;
* game_data.sav The data for each save state. The exact data stored here corresponds to the game flags defined in &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata&amp;lt;/code&amp;gt;, where the &amp;lt;code&amp;gt;file_list&amp;lt;/code&amp;gt; array&#039;s zero-index dictionary contains the &amp;lt;code&amp;gt;file_name&amp;lt;/code&amp;gt; &amp;quot;game_data.sav&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==.sav Folder Format==&lt;br /&gt;
All data in these files is stored as little endian on Switch and as big endian on Wii U.&lt;br /&gt;
&lt;br /&gt;
A save file (with the exception of files in the tracker folder) starts with the following header:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || &#039;&#039;&#039;version&#039;&#039;&#039;: Version of the game that created the save file.&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 4 || &#039;&#039;&#039;marker&#039;&#039;&#039;: Always 0xFFFFFFFF.&lt;br /&gt;
|-&lt;br /&gt;
|0x08 || 4 || &#039;&#039;&#039;unknown&#039;&#039;&#039;: Always 0x1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Game version !! Save version&lt;br /&gt;
|-&lt;br /&gt;
| 1.0.0 || 0x24E2&lt;br /&gt;
|-&lt;br /&gt;
| 1.1.0 || 0x24EE&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 || 0x2588&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.0 || 0x29C0&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.1 || 0x2A46&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.3 || 0x3EF8&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.4 || 0x3EF9&lt;br /&gt;
|-&lt;br /&gt;
| 1.4.0 || 0x471A&lt;br /&gt;
|-&lt;br /&gt;
| 1.4.1 || 0x471A&lt;br /&gt;
|-&lt;br /&gt;
| 1.5.0 || 0x471B&lt;br /&gt;
|-&lt;br /&gt;
| 1.6.0 || 0x471E&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data after the header is comprised of 8-byte chunks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || &#039;&#039;&#039;id&#039;&#039;&#039;: ID of the data being stored, crc32 of the internal key &lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 4 || &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata&amp;lt;/code&amp;gt;, the game stores a mapping for each ID to the corresponding entry name. This name is then further defined in one of the files in &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/gamedata.ssarc//*&amp;lt;/code&amp;gt;, depending on its data type.&lt;br /&gt;
&lt;br /&gt;
Strings are stored with the maximum possible number of characters (e.q. 256 characters for strings defined in string256_data_0.bgdata) and are broken up into 4-byte parts. These are then stored in sequential chunks with the ID repeating for each chunk.&lt;br /&gt;
&lt;br /&gt;
For arrays the data is also stored in sequential chunks, each with an identical ID. The horse names for example will take up 96 chunk with the ID 0x7B74E117 in the save file, 6 names with 16 chunks (= 64 characters) for each name.&lt;br /&gt;
&lt;br /&gt;
Data types for &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; include bool, int32, float32, string, string64, string256, vector2f, vector3f, vector4, bool_array, int32_array,  float32_array, string64_array, string256_array, vector2f_array, and vector3f_array. Value types are read as, and therefore must correspond to, the type defined in the &amp;lt;code&amp;gt;Pack/Bootup.pack//GameData/gamedata.ssarc/*&amp;lt;/code&amp;gt; in the key of the main byml dictionary where the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; is found. (Note that, in the vanilla game, this also corresponds to the name of the file, itself, but this relationship is not strict and therefore may not be the case for files added by mods.)&lt;br /&gt;
&lt;br /&gt;
Inventory items are stored in &amp;lt;code&amp;gt;PorchItem&amp;lt;/code&amp;gt; with a maximum of 420 internal string identifiers, e.g. &amp;lt;code&amp;gt;Weapon_Sword_023&amp;lt;/code&amp;gt;. Associated arrays of &amp;lt;code&amp;gt;PorchEquip&amp;lt;/code&amp;gt;: boolean and &amp;lt;code&amp;gt;PorchItem_Value1&amp;lt;/code&amp;gt;: int32 store if the item is equipped and its current durability * 100 or item count.  Swords, Bows and Shields also store their modifier key in &amp;lt;code&amp;gt;PorchSword_FlagSp&amp;lt;/code&amp;gt;: uint32 and modifier value &amp;lt;code&amp;gt;PorchSword_ValueSp&amp;lt;/code&amp;gt;: int32.  Similar Flag and Value exist for the Bows and Shields. &amp;lt;code&amp;gt;FlagSp&amp;lt;/code&amp;gt; modifiers can take any or all of the following values.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Modifier&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|AttackUp&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|DurabilityUp&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|CriticalHit&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|LongThrow&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|MultiShot&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Zoom&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|QuickShot&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|SurfMaster&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|Enchanced Modifer&lt;br /&gt;
|0x80000000&lt;br /&gt;
|}&lt;br /&gt;
Associated data with Cooked Items are held in &amp;lt;code&amp;gt;CookEffect0&amp;lt;/code&amp;gt;: vector2f, &amp;lt;code&amp;gt;CookEffect1&amp;lt;/code&amp;gt;: vector2f, and &amp;lt;code&amp;gt;StaminaRecover&amp;lt;/code&amp;gt;: vector2f arrays.  Values within these arrays are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Save Key&lt;br /&gt;
!Index&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect0&lt;br /&gt;
|0&lt;br /&gt;
|EffectType&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect0&lt;br /&gt;
|1&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect1&lt;br /&gt;
|0&lt;br /&gt;
|Cooked Item SellingPrice&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect1&lt;br /&gt;
|1&lt;br /&gt;
|Never set&lt;br /&gt;
|-&lt;br /&gt;
|StaminaRecover&lt;br /&gt;
|0&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|-&lt;br /&gt;
|StaminaRecover&lt;br /&gt;
|1&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|}&lt;br /&gt;
Weather data with [[WorldMgr#Weather types|type data]] are found in &amp;lt;code&amp;gt;climateWeather&amp;lt;/code&amp;gt; : int32_array, &amp;lt;code&amp;gt;climateWeather2&amp;lt;/code&amp;gt;:  int32_array and &amp;lt;code&amp;gt;climateWeather3&amp;lt;/code&amp;gt; : int32_array. These values contain the weather for the next three in-game days. Arrays are 20 values in length map directly to climate values of each [[Map area]]. Each int32 value contains 6 packed [[WorldMgr#Weather types|WorldMgr]] weather types that each are 4 bits long (nibble, 0x0-0xF).  These weather types identify are for each 4 hour long period during the day.&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File_formats]]&lt;/div&gt;</summary>
		<author><name>Savage13</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Talk:Save_Files&amp;diff=11806</id>
		<title>Talk:Save Files</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Talk:Save_Files&amp;diff=11806"/>
		<updated>2024-06-19T22:24:43Z</updated>

		<summary type="html">&lt;p&gt;Savage13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What belongs here ==&lt;br /&gt;
&lt;br /&gt;
Given that this page is mostly about the format of the save files, I&#039;m not sure that it makes sense to have info about data contained within that format (e.g. PorchItem) as that is defined in, and created by, the game data and simply dumped into the existing format.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have any better place to put it, though, so /shrug, I guess? The existing game data pages deal with formats of the data and the files, as well, not specific data contained within them. PorchItem should probably best go into a new Inventory page, but I don&#039;t know if it matters enough to bother.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ginger|Ginger]] ([[User talk:Ginger|talk]]) 22:20, 19 June 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have details about Modifiers for the Cooked Meais and Weather related data.  I feel that information for Cooked Meals is contained on another page, but the Weather/Climate data is not present anywhere else. The weather data is not as straight foward as one would hope.&lt;br /&gt;
&lt;br /&gt;
- savage13 22:20, 19 June 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Savage13</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Save_Files&amp;diff=11798</id>
		<title>Save Files</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Save_Files&amp;diff=11798"/>
		<updated>2024-06-19T21:23:35Z</updated>

		<summary type="html">&lt;p&gt;Savage13: Add description of Save data and Inventory data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
BotW can store up to 9 save states per profile, 6 for normal mode (1 manual save and 5 autosaves) and 2 for master mode (1 manual save and 1 autosave).&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Folder Structure==&lt;br /&gt;
The content of the save folder is structured as following:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
     caption.jpg&lt;br /&gt;
     caption.sav&lt;br /&gt;
     game_data.sav&lt;br /&gt;
 1&lt;br /&gt;
 ...&lt;br /&gt;
 album&lt;br /&gt;
     pict_000.jpg&lt;br /&gt;
     pict_001.jpg&lt;br /&gt;
     ...&lt;br /&gt;
 pict_book&lt;br /&gt;
     Animal_Cassowary_A.jpg&lt;br /&gt;
     Weapon_Sword_008.jpg&lt;br /&gt;
     ...&lt;br /&gt;
 tracker&lt;br /&gt;
     trackblock00.sav&lt;br /&gt;
     trackblock01.sav&lt;br /&gt;
     ...&lt;br /&gt;
 option.sav&lt;br /&gt;
&lt;br /&gt;
The numbered folders each represent one save state.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
&amp;lt;code&amp;gt;option.sav&amp;lt;/code&amp;gt; contains the settings set in the options menu (inverted camera, stick sensitivity etc.).&lt;br /&gt;
&lt;br /&gt;
===Album===&lt;br /&gt;
The album folder contains one JPG file for each entry in the in-game album, numbered in the order they were taken.&lt;br /&gt;
&lt;br /&gt;
===Hyrule Compendium===&lt;br /&gt;
Each JPG file in the &amp;lt;code&amp;gt;pict_book&amp;lt;/code&amp;gt; folder corresponds to one entry in the Hyrule Compendium. The name of each file is the internal name of the given item, weapon or animal. Do note that the compendium is not directly tied to a specific save state, meaning the images are shared between all saves.&lt;br /&gt;
&lt;br /&gt;
===Save State===&lt;br /&gt;
Each save state contains 3 files:&lt;br /&gt;
* caption.jpg A screenshot taken at the time of saving.&lt;br /&gt;
* caption.sav Contains a small amount of data for each save that is displayed in the save select screen (e.g. time and location).&lt;br /&gt;
* game_data.sav The data for each save state.&lt;br /&gt;
&lt;br /&gt;
==.sav Folder Format==&lt;br /&gt;
All data in these files is stored as little endian on Switch and as big endian ion Wii U.&lt;br /&gt;
&lt;br /&gt;
A save file (with the exception of files in the tracker folder) starts with the following header:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || &#039;&#039;&#039;version&#039;&#039;&#039;: Version of the game that created the save file.&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 4 || &#039;&#039;&#039;marker&#039;&#039;&#039;: Always 0xFFFFFFFF.&lt;br /&gt;
|-&lt;br /&gt;
|0x08 || 4 || &#039;&#039;&#039;unknown&#039;&#039;&#039;: Always 0x1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Game version !! Save version&lt;br /&gt;
|-&lt;br /&gt;
| 1.0.0 || 0x24E2&lt;br /&gt;
|-&lt;br /&gt;
| 1.1.0 || 0x24EE&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 || 0x2588&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.0 || 0x29C0&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.1 || 0x2A46&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.3 || 0x3EF8&lt;br /&gt;
|-&lt;br /&gt;
| 1.3.4 || 0x3EF9&lt;br /&gt;
|-&lt;br /&gt;
| 1.4.0 || 0x471A&lt;br /&gt;
|-&lt;br /&gt;
| 1.4.1 || 0x471A&lt;br /&gt;
|-&lt;br /&gt;
| 1.5.0 || 0x471B&lt;br /&gt;
|-&lt;br /&gt;
| 1.6.0 || 0x471E&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data after the header is comprised of 8-byte chunks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset !! Size !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || &#039;&#039;&#039;id&#039;&#039;&#039;: ID of the data being stored, crc32 of the internal key &lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 4 || &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;Pack/Bootup.pack/GameData/savedataformat.ssarc/saveformat_*.bgsvdata&amp;lt;/code&amp;gt; the game stores a mapping for each ID to the corresponding entry name. This name is then further defined in one of the files in &amp;lt;code&amp;gt;Pack/Bootup.pack/GameData/gamedata.ssarc/*&amp;lt;/code&amp;gt;, depending on its data type.&lt;br /&gt;
&lt;br /&gt;
Strings are stored with the maximum possible number of characters (e.q. 256 characters for strings defined in string256_data_0.bgdata) and are broken up into 4-byte parts. These are then stored in sequential chunks with the ID repeating for each chunk.&lt;br /&gt;
&lt;br /&gt;
For arrays the data is also stored in sequential chunks, each with an identical ID. The horse names for example will take up 96 chunk with the ID 0x7B74E117 in the save file, 6 names with 16 chunks (= 64 characters) for each name.&lt;br /&gt;
&lt;br /&gt;
Data types for &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; include bool, int32, float32, string, string64, string256, vector2f, vector3f, vector4, bool_array, int32_array,  float32_array, string64_array, string256_array, vector2f_array, and vector3f_array.&lt;br /&gt;
&lt;br /&gt;
Inventory items are stored in &amp;lt;code&amp;gt;PorchItem&amp;lt;/code&amp;gt; with a maximum of 420 internal string identifiers, e.g. &amp;lt;code&amp;gt;Weapon_Sword_023.&amp;lt;/code&amp;gt;Associated arrays of &amp;lt;code&amp;gt;PorchEquip&amp;lt;/code&amp;gt;: boolean and &amp;lt;code&amp;gt;PorchItem_Value1: int32&amp;lt;/code&amp;gt; store if the item is equipped and its current durability * 100 or item count.  Swords, Bows and Shields also store their modifier key in &amp;lt;code&amp;gt;PorchSword_FlagSp: in32&amp;lt;/code&amp;gt; and modifier value &amp;lt;code&amp;gt;PorchSword_ValueSp: int32&amp;lt;/code&amp;gt;.  Similar Flag and Value exist for the Bows and Shields. &amp;lt;code&amp;gt;FlagSp&amp;lt;/code&amp;gt; modifiers can take any or all of the following values.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Modifier&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|AttackUp&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|DurabilityUp&lt;br /&gt;
|0x2&lt;br /&gt;
|-&lt;br /&gt;
|CriticalHit&lt;br /&gt;
|0x4&lt;br /&gt;
|-&lt;br /&gt;
|LongThrow&lt;br /&gt;
|0x8&lt;br /&gt;
|-&lt;br /&gt;
|MultiShot&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|Zoom&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|QuickShot&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|SurfMaster&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|Enchanced Modifer&lt;br /&gt;
|0x80000000&lt;br /&gt;
|}&lt;br /&gt;
Associated data with Cooked Items are held in &amp;lt;code&amp;gt;CookEffect0: vector2f&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CookEffect1: vector2f,&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;StaminaRecover: vector2f&amp;lt;/code&amp;gt; arrays.  Values within these arrays are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Save Key&lt;br /&gt;
!Index&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect0&lt;br /&gt;
|0&lt;br /&gt;
|EffectType&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect0&lt;br /&gt;
|1&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect1&lt;br /&gt;
|0&lt;br /&gt;
|Cooked Item SellingPrice&lt;br /&gt;
|-&lt;br /&gt;
|CookEffect1&lt;br /&gt;
|1&lt;br /&gt;
|Never set&lt;br /&gt;
|-&lt;br /&gt;
|StaminaRecover&lt;br /&gt;
|0&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|-&lt;br /&gt;
|StaminaRecover&lt;br /&gt;
|1&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File_formats]]&lt;/div&gt;</summary>
		<author><name>Savage13</name></author>
	</entry>
</feed>