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		<title>BFEVFL</title>
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		<updated>2022-11-15T03:15:52Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: /* Dictionary entry */ Update phrasing to clarify that the index of the next node in the tree is not referring to the bit index.&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 || 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;
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>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11709</id>
		<title>Baiprog</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11709"/>
		<updated>2022-08-06T15:03:50Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Forgot 0 was a number again...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=baiprog|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;AIProgram&#039;&#039;&#039; (&#039;&#039;baiprog&#039;&#039;) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. &amp;lt;/onlyinclude&amp;gt; Its flow of logic is &#039;&#039;somewhat&#039;&#039; similar to [[Bas|Bas]] files, in that &amp;quot;elements&amp;quot; of the AIProgram can call each other by an index. However, AIPrograms are more complex and more powerful. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.&lt;br /&gt;
&lt;br /&gt;
==Indexes==&lt;br /&gt;
Everything in an AIProgram&#039;s parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn&#039;t reset at the end of any section. For example, if there are 140 AIs and you wanted to reference Action 20, its index would be 160 (140 + 20).&lt;br /&gt;
&lt;br /&gt;
=Parameter Objects=&lt;br /&gt;
&lt;br /&gt;
==DemoAIActionIdx==&lt;br /&gt;
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.&lt;br /&gt;
&lt;br /&gt;
=Parameter Lists=&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Query==&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11706</id>
		<title>Baiprog</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11706"/>
		<updated>2022-08-04T05:15:45Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Better wording in intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=baiprog|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;AIProgram&#039;&#039;&#039; (&#039;&#039;baiprog&#039;&#039;) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. &amp;lt;/onlyinclude&amp;gt; Its flow of logic is &#039;&#039;somewhat&#039;&#039; similar to [[Bas|Bas]] files, in that &amp;quot;elements&amp;quot; of the AIProgram can call each other by an index. However, AIPrograms are more complex and more powerful. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.&lt;br /&gt;
&lt;br /&gt;
==Indexes==&lt;br /&gt;
Everything in an AIProgram&#039;s parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn&#039;t reset at the end of any section. For example, if there are 140 AIs and you wanted to reference Action 19, its index would be 160 (140 + 19 + 1 because counting starts at [AI/Action/etc.]_0).&lt;br /&gt;
&lt;br /&gt;
=Parameter Objects=&lt;br /&gt;
&lt;br /&gt;
==DemoAIActionIdx==&lt;br /&gt;
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.&lt;br /&gt;
&lt;br /&gt;
=Parameter Lists=&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Query==&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11705</id>
		<title>Baiprog</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11705"/>
		<updated>2022-08-04T05:12:04Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=baiprog|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;AIProgram&#039;&#039;&#039; (&#039;&#039;baiprog&#039;&#039;) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. &amp;lt;/onlyinclude&amp;gt; Its flow of logic is &#039;&#039;somewhat&#039;&#039; similar to [[Bas|Bas]] files, in that &amp;quot;elements&amp;quot; of the AIProgram can call each other by number. However, AIPrograms are much more complex, and can do much more than just deciding which animation(s) to play. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.&lt;br /&gt;
&lt;br /&gt;
==Indexes==&lt;br /&gt;
Everything in an AIProgram&#039;s parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn&#039;t reset at the end of any section. For example, if there are 140 AIs and you wanted to reference Action 19, its index would be 160 (140 + 19 + 1 because counting starts at [AI/Action/etc.]_0).&lt;br /&gt;
&lt;br /&gt;
=Parameter Objects=&lt;br /&gt;
&lt;br /&gt;
==DemoAIActionIdx==&lt;br /&gt;
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.&lt;br /&gt;
&lt;br /&gt;
=Parameter Lists=&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Query==&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11704</id>
		<title>Baiprog</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11704"/>
		<updated>2022-08-04T05:11:50Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Clearer wording (?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=baiprog|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;AIProgram&#039;&#039;&#039; (&#039;&#039;baiprog&#039;&#039;) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. &amp;lt;/onlyinclude&amp;gt; Its flow of logic is &#039;&#039;vaguely&#039;&#039; similar to [[Bas|Bas]] files, in that &amp;quot;elements&amp;quot; of the AIProgram can call each other by number. However, AIPrograms are much more complex, and can do much more than just deciding which animation(s) to play. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.&lt;br /&gt;
&lt;br /&gt;
==Indexes==&lt;br /&gt;
Everything in an AIProgram&#039;s parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn&#039;t reset at the end of any section. For example, if there are 140 AIs and you wanted to reference Action 19, its index would be 160 (140 + 19 + 1 because counting starts at [AI/Action/etc.]_0).&lt;br /&gt;
&lt;br /&gt;
=Parameter Objects=&lt;br /&gt;
&lt;br /&gt;
==DemoAIActionIdx==&lt;br /&gt;
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.&lt;br /&gt;
&lt;br /&gt;
=Parameter Lists=&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Query==&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11703</id>
		<title>Baiprog</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baiprog&amp;diff=11703"/>
		<updated>2022-08-04T05:03:21Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Create baiprog page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=baiprog|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;AIProgram&#039;&#039;&#039; (&#039;&#039;baiprog&#039;&#039;) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. &amp;lt;/onlyinclude&amp;gt; Its flow of logic is &#039;&#039;vaguely&#039;&#039; similar to [[Bas|Bas]] files, in that &amp;quot;elements&amp;quot; of the AIProgram can call each other by number. However, AIPrograms are much more complex, and can do much more than just deciding which animation(s) to play. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.&lt;br /&gt;
&lt;br /&gt;
==Indexes==&lt;br /&gt;
Everything in an AIProgram&#039;s parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn&#039;t reset at the end of the AI section (or any other section). If there are 140 AIs and you wanted to reference action 19, its index would be 160 (140 + 19 + 1 because counting starts at [AI/Action/etc.]_0).&lt;br /&gt;
&lt;br /&gt;
=Parameter Objects=&lt;br /&gt;
&lt;br /&gt;
==DemoAIActionIdx==&lt;br /&gt;
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.&lt;br /&gt;
&lt;br /&gt;
=Parameter Lists=&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
==Query==&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ActorParam/AttClientList&amp;diff=11127</id>
		<title>ActorParam/AttClientList</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ActorParam/AttClientList&amp;diff=11127"/>
		<updated>2022-05-27T20:39:10Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Create AttClientList page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AttClientList&#039;&#039;&#039; files are [[AAMP]] files containing information about how Link looks (pays attention to) an actor. They use the file extension &#039;&#039;&#039;.batcllist&#039;&#039;&#039;. This stands for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;At&#039;&#039;&#039;tention &#039;&#039;&#039;Cl&#039;&#039;&#039;ient &#039;&#039;&#039;List&#039;&#039;&#039;. &amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11126</id>
		<title>Baslist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11126"/>
		<updated>2022-05-27T20:33:48Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Remove statement that seems to be untrue, based on my testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;baslist&#039;&#039;&#039; files are [[AAMP]] files containing information about an actor&#039;s animations. The name &#039;&#039;&#039;baslist&#039;&#039;&#039; stands for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;A&#039;&#039;&#039;nimation &#039;&#039;&#039;S&#039;&#039;&#039;equence &#039;&#039;&#039;List&#039;&#039;&#039;. There can be only one baslist file per actor. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each baslist file is made up of three lists. These lists are named &#039;&#039;&#039;AddReses&#039;&#039;&#039;, &#039;&#039;&#039;ASDefines&#039;&#039;&#039;, and &#039;&#039;&#039;CFDefines&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===AddReses===&lt;br /&gt;
The &#039;&#039;&#039;AddReses&#039;&#039;&#039; list tells the game what [[BFRES]] files the actor should search in to find animation files. For example, in &#039;&#039;&#039;Player.baslist&#039;&#039;&#039;, one of the BFRES files listed is &#039;&#039;&#039;Player_Animation&#039;&#039;&#039;. The game will search for a file named &#039;&#039;&#039;Player_Animation.sbfres&#039;&#039;&#039; in the &#039;&#039;&#039;Model&#039;&#039;&#039; folder. Note that the file extension is &#039;&#039;not&#039;&#039; included. If an animation BFRES is missing, the game will get stuck on the loading screen. &#039;&#039;&#039;AddReses&#039;&#039;&#039; lists are in numerical order, starting at &#039;&#039;&#039;AddRes_0&#039;&#039;&#039;, then &#039;&#039;&#039;AddRes_1&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
===ASDefines===&lt;br /&gt;
The ASDefines list tells the game all the animations an actor can use. Each ASDefine entry is essentially a redirect, allowing the game to play an animation by calling a simpler, shorter alias (For example, &#039;&#039;&#039;Brake&#039;&#039;&#039; runs the script &#039;&#039;&#039;Player_Link_Brake.bas&#039;&#039;&#039;). Like the &#039;&#039;&#039;AddReses&#039;&#039;&#039; list, these are in numerical order, going from &#039;&#039;&#039;ASDefine_0&#039;&#039;&#039; to &#039;&#039;&#039;ASDefine_1&#039;&#039;&#039;, and so on. Each ASDefine object has a &#039;&#039;&#039;Name&#039;&#039;&#039; field, and a &#039;&#039;&#039;Filename&#039;&#039;&#039; field. The name field is the name by which eventflows, demos, and AIs will call the animation. The &#039;&#039;&#039;Filename&#039;&#039;&#039; field is the [[Bas]] file to be played (from &#039;&#039;&#039;Actor/AS&#039;&#039;&#039;), again without the file extension.&lt;br /&gt;
&lt;br /&gt;
===CFDefines===&lt;br /&gt;
There is a corresponding CFDefine entry for each ASDefine entry. Unsure of purpose right now, page to be updated later.&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11123</id>
		<title>Baslist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11123"/>
		<updated>2022-05-24T11:48:35Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: ASDefine Tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;baslist&#039;&#039;&#039; files are [[AAMP]] files containing information about an actor&#039;s animations. The name &#039;&#039;&#039;baslist&#039;&#039;&#039; stands for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;A&#039;&#039;&#039;nimation &#039;&#039;&#039;S&#039;&#039;&#039;equence &#039;&#039;&#039;List&#039;&#039;&#039;. There can be only one baslist file per actor. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each baslist file is made up of three lists. These lists are named &#039;&#039;&#039;AddReses&#039;&#039;&#039;, &#039;&#039;&#039;ASDefines&#039;&#039;&#039;, and &#039;&#039;&#039;CFDefines&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===AddReses===&lt;br /&gt;
The &#039;&#039;&#039;AddReses&#039;&#039;&#039; list tells the game what [[BFRES]] files the actor should search in to find animation files. For example, in &#039;&#039;&#039;Player.baslist&#039;&#039;&#039;, one of the BFRES files listed is &#039;&#039;&#039;Player_Animation&#039;&#039;&#039;. The game will search for a file named &#039;&#039;&#039;Player_Animation.sbfres&#039;&#039;&#039; in the &#039;&#039;&#039;Model&#039;&#039;&#039; folder. Note that the file extension is &#039;&#039;not&#039;&#039; included. If an animation BFRES is missing, the game will get stuck on the loading screen. &#039;&#039;&#039;AddReses&#039;&#039;&#039; lists are in numerical order, starting at &#039;&#039;&#039;AddRes_0&#039;&#039;&#039;, then &#039;&#039;&#039;AddRes_1&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
===ASDefines===&lt;br /&gt;
The ASDefines list tells the game all the animations an actor can use. Each ASDefine entry is essentially a redirect, allowing the game to play an animation by calling a simpler, shorter alias (For example, &#039;&#039;&#039;Brake&#039;&#039;&#039; runs the script &#039;&#039;&#039;Player_Link_Brake.bas&#039;&#039;&#039;). Like the &#039;&#039;&#039;AddReses&#039;&#039;&#039; list, these are in numerical order, going from &#039;&#039;&#039;ASDefine_0&#039;&#039;&#039; to &#039;&#039;&#039;ASDefine_1&#039;&#039;&#039;, and so on. Each ASDefine object has a &#039;&#039;&#039;Name&#039;&#039;&#039; field, and a &#039;&#039;&#039;Filename&#039;&#039;&#039; field. The name field is the name by which eventflows, demos, and AIs will call the animation. The &#039;&#039;&#039;Filename&#039;&#039;&#039; field is the [[Bas]] file to be played (from &#039;&#039;&#039;Actor/AS&#039;&#039;&#039;), again without the file extension. If there is no ASDefine entry found, the game will try to play a bas script of the given filename, if it can be found.{{Check}}&lt;br /&gt;
&lt;br /&gt;
===CFDefines===&lt;br /&gt;
There is a corresponding CFDefine entry for each ASDefine entry. Unsure of purpose right now, page to be updated later.&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11122</id>
		<title>Baslist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11122"/>
		<updated>2022-05-24T11:43:32Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Fix ASDefine section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;baslist&#039;&#039;&#039; files are [[AAMP]] files containing information about an actor&#039;s animations. The name &#039;&#039;&#039;baslist&#039;&#039;&#039; stands for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;A&#039;&#039;&#039;nimation &#039;&#039;&#039;S&#039;&#039;&#039;equence &#039;&#039;&#039;List&#039;&#039;&#039;. There can be only one baslist file per actor. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each baslist file is made up of three lists. These lists are named &#039;&#039;&#039;AddReses&#039;&#039;&#039;, &#039;&#039;&#039;ASDefines&#039;&#039;&#039;, and &#039;&#039;&#039;CFDefines&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===AddReses===&lt;br /&gt;
The &#039;&#039;&#039;AddReses&#039;&#039;&#039; list tells the game what [[BFRES]] files the actor should search in to find animation files. For example, in &#039;&#039;&#039;Player.baslist&#039;&#039;&#039;, one of the BFRES files listed is &#039;&#039;&#039;Player_Animation&#039;&#039;&#039;. The game will search for a file named &#039;&#039;&#039;Player_Animation.sbfres&#039;&#039;&#039; in the &#039;&#039;&#039;Model&#039;&#039;&#039; folder. Note that the file extension is &#039;&#039;not&#039;&#039; included. If an animation BFRES is missing, the game will get stuck on the loading screen. &#039;&#039;&#039;AddReses&#039;&#039;&#039; lists are in numerical order, starting at &#039;&#039;&#039;AddRes_0&#039;&#039;&#039;, then &#039;&#039;&#039;AddRes_1&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
===ASDefines===&lt;br /&gt;
The ASDefines list tells the game all the animations an actor can use. Each ASDefine entry is essentially a redirect, allowing the game to play an animation by calling a simpler, shorter alias (For example, &#039;&#039;&#039;Brake&#039;&#039;&#039; runs the script &#039;&#039;&#039;Player_Link_Brake.bas&#039;&#039;&#039;). Like the &#039;&#039;&#039;AddReses&#039;&#039;&#039; list, these are in numerical order, going from &#039;&#039;&#039;ASDefine_0&#039;&#039;&#039; to &#039;&#039;&#039;ASDefine_1&#039;&#039;&#039;, and so on. Each ASDefine object has a &#039;&#039;&#039;Name&#039;&#039;&#039; field, and a &#039;&#039;&#039;Filename&#039;&#039;&#039; field. The name field is the name by which eventflows, demos, and AIs will call the animation. The &#039;&#039;&#039;Filename&#039;&#039;&#039; field is the [[Bas]] file to be played (from &#039;&#039;&#039;Actor/AS&#039;&#039;&#039;), again without the file extension.&lt;br /&gt;
&lt;br /&gt;
===CFDefines===&lt;br /&gt;
There is a corresponding CFDefine entry for each ASDefine entry. Unsure of purpose right now, page to be updated later.&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ActorParam/ASList&amp;diff=11121</id>
		<title>ActorParam/ASList</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ActorParam/ASList&amp;diff=11121"/>
		<updated>2022-05-24T01:28:40Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Create baslist redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[baslist]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11120</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11120"/>
		<updated>2022-05-24T01:17:33Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Remove stub status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11119</id>
		<title>Baslist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Baslist&amp;diff=11119"/>
		<updated>2022-05-24T01:15:43Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add baslist page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;baslist&#039;&#039;&#039; files are [[AAMP]] files containing information about an actor&#039;s animations. The name &#039;&#039;&#039;baslist&#039;&#039;&#039; stands for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;A&#039;&#039;&#039;nimation &#039;&#039;&#039;S&#039;&#039;&#039;equence &#039;&#039;&#039;List&#039;&#039;&#039;. There can be only one baslist file per actor. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each baslist file is made up of three lists. These lists are named &#039;&#039;&#039;AddReses&#039;&#039;&#039;, &#039;&#039;&#039;ASDefines&#039;&#039;&#039;, and &#039;&#039;&#039;CFDefines&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===AddReses===&lt;br /&gt;
The &#039;&#039;&#039;AddReses&#039;&#039;&#039; list tells the game what [[BFRES]] files the actor should search in to find animation files. For example, in &#039;&#039;&#039;Player.baslist&#039;&#039;&#039;, one of the BFRES files listed is &#039;&#039;&#039;Player_Animation&#039;&#039;&#039;. The game will search for a file named &#039;&#039;&#039;Player_Animation.sbfres&#039;&#039;&#039; in the &#039;&#039;&#039;Model&#039;&#039;&#039; folder. Note that the file extension is &#039;&#039;not&#039;&#039; included. If an animation BFRES is missing, the game will get stuck on the loading screen. &#039;&#039;&#039;AddReses&#039;&#039;&#039; lists are in numerical order, starting at &#039;&#039;&#039;AddRes_0&#039;&#039;&#039;, then &#039;&#039;&#039;AddRes_1&#039;&#039;&#039;, and so on.&lt;br /&gt;
&lt;br /&gt;
===ASDefines===&lt;br /&gt;
The ASDefines list tells the game all the actions (not to be confused with AI Actions) an actor can take. Like the &#039;&#039;&#039;AddReses&#039;&#039;&#039; list, these are in numerical order, going from &#039;&#039;&#039;ASDefine_0&#039;&#039;&#039; to &#039;&#039;&#039;ASDefine_1&#039;&#039;&#039;, and so on. Each ASDefine object has a &#039;&#039;&#039;Name&#039;&#039;&#039; field, and a &#039;&#039;&#039;Filename&#039;&#039;&#039; field. The name field is the name by which eventflows, demos, and AIs will call the animation. The &#039;&#039;&#039;Filename&#039;&#039;&#039; field is the [[Bas]] file to be played (from &#039;&#039;&#039;Actor/AS&#039;&#039;&#039;),again without the file extension. For example, the name might be &#039;&#039;&#039;Brake&#039;&#039;&#039;, and the filename might be &#039;&#039;&#039;Player_Link_Brake&#039;&#039;&#039;. The game will call it by the name &#039;&#039;&#039;Brake&#039;&#039;&#039;, and run the script &#039;&#039;&#039;Actor/AS/Player_Link_Brake.bas&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===CFDefines===&lt;br /&gt;
There is a corresponding CFDefine entry for each ASDefine entry. Unsure of purpose right now, page to be updated later.&lt;br /&gt;
&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ActorParam/AS&amp;diff=11118</id>
		<title>ActorParam/AS</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ActorParam/AS&amp;diff=11118"/>
		<updated>2022-05-24T00:48:43Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Create bas redirect for ActorParam page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[bas]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11109</id>
		<title>Bcamanim</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11109"/>
		<updated>2022-02-23T23:31:18Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add 0x48&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BCAMANIM&#039;&#039;&#039; is a binary file format for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;Cam&#039;&#039;&#039;era &#039;&#039;&#039;Anim&#039;&#039;&#039;ations.&amp;lt;/onlyinclude&amp;gt; They have the file magic &#039;&#039;&#039;FRES&#039;&#039;&#039;, and have the internal file structure of a &#039;&#039;&#039;BFRES&#039;&#039;&#039; file. Known files they can contain include &#039;&#039;&#039;.brtcamera&#039;&#039;&#039; and &#039;&#039;&#039;.bfscn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=BRTCAMERA=&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[64] || Demo Name/BCAMANIM Name (Demo700_0/C10-0)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || int || Count (find out what this is for)&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || float || Number of frames in the animation&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || float || unknown &amp;lt;code&amp;gt;00 00 00 00&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11108</id>
		<title>Bcamanim</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11108"/>
		<updated>2022-02-23T23:24:09Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Start adding Header info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BCAMANIM&#039;&#039;&#039; is a binary file format for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;Cam&#039;&#039;&#039;era &#039;&#039;&#039;Anim&#039;&#039;&#039;ations.&amp;lt;/onlyinclude&amp;gt; They have the file magic &#039;&#039;&#039;FRES&#039;&#039;&#039;, and have the internal file structure of a &#039;&#039;&#039;BFRES&#039;&#039;&#039; file. Known files they can contain include &#039;&#039;&#039;.brtcamera&#039;&#039;&#039; and &#039;&#039;&#039;.bfscn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=BRTCAMERA=&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[64] || Demo Name/BCAMANIM Name (Demo700_0/C10-0)&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || int || Count (find out what this is for)&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || float || Number of frames in the animation&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11107</id>
		<title>Bcamanim</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bcamanim&amp;diff=11107"/>
		<updated>2022-02-23T22:23:02Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Create BCAMANIM page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;BCAMANIM&#039;&#039;&#039; is a binary file format for &#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;Cam&#039;&#039;&#039;era &#039;&#039;&#039;Anim&#039;&#039;&#039;ations.&amp;lt;/onlyinclude&amp;gt; They have the file magic &#039;&#039;&#039;FRES&#039;&#039;&#039;, and have the internal file structure of a &#039;&#039;&#039;BFRES&#039;&#039;&#039; file. Known files they can contain include &#039;&#039;&#039;.brtcamera&#039;&#039;&#039; and &#039;&#039;&#039;.bfscn&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Action/WaitForKeyInput&amp;diff=11103</id>
		<title>AIDef:Action/WaitForKeyInput</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Action/WaitForKeyInput&amp;diff=11103"/>
		<updated>2022-02-06T01:45:55Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add ValidInput info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=WaitForKeyInput&lt;br /&gt;
|type=Action&lt;br /&gt;
}}&lt;br /&gt;
Stops the event until a specified button is inputted.&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ValidInput || Int || 4 || The button to wait for. If the provided int isn&#039;t a valid case, it defaults to 4. (See below table)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ValidInput Values ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || A, B, X, Y, L, R, or ZR&lt;br /&gt;
|-&lt;br /&gt;
| 1 || B&lt;br /&gt;
|-&lt;br /&gt;
| 2 || A&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Either B or A&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Any button or stick except Plus, Minus, or D-Pad Up/Left/Right&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Demo_WaitForKeyInput (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_WaitForKeyInput&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=WaitForKeyInput&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Action/OpenItemDownloadDemo&amp;diff=11086</id>
		<title>AIDef:Action/OpenItemDownloadDemo</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Action/OpenItemDownloadDemo&amp;diff=11086"/>
		<updated>2022-01-28T23:43:19Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=OpenItemDownloadDemo&lt;br /&gt;
|type=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ItemType || Int ||  || Which rune to give. 0 is bombs, 1 is Magnesis, 2 is Stasis, and 3 is Cryonis.&lt;br /&gt;
|-&lt;br /&gt;
| IsEquip || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsPowerUp || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsPlayerClose || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: The IsDownloadDemo flag must be true for this Action to work properly.&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Demo_OpenItemDownloadDemo (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_OpenItemDownloadDemo&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=OpenItemDownloadDemo&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Action/OpenItemDownloadDemo&amp;diff=11085</id>
		<title>AIDef:Action/OpenItemDownloadDemo</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Action/OpenItemDownloadDemo&amp;diff=11085"/>
		<updated>2022-01-28T23:42:14Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add ItemType description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=OpenItemDownloadDemo&lt;br /&gt;
|type=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ItemType || Int ||  || Which rune to give. 0 is bombs, 1 is Magnesis, 2 is Stasis, and 3 is Cryonis.&lt;br /&gt;
|-&lt;br /&gt;
| IsEquip || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsPowerUp || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
| IsPlayerClose || Bool ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== Demo_OpenItemDownloadDemo (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=Demo_OpenItemDownloadDemo&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=OpenItemDownloadDemo&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11070</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11070"/>
		<updated>2022-01-09T03:25:42Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but is assumed to exist. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11069</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11069"/>
		<updated>2022-01-09T03:23:48Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add TimeSelector info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
|Checks the current time. Observed values are &#039;&#039;&#039;Morning_A&#039;&#039;&#039;, &#039;&#039;&#039;Morning_B&#039;&#039;&#039;, &#039;&#039;&#039;Evening_B&#039;&#039;&#039;, &#039;&#039;&#039;Night_A&#039;&#039;&#039;, and &#039;&#039;&#039;Night_B&#039;&#039;&#039;. &#039;&#039;&#039;Evening_A&#039;&#039;&#039; is never used, but assumed to exist / be valid. Known to accept any number of children along with a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11068</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11068"/>
		<updated>2022-01-09T03:08:34Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Fix integer limit info for GenerationSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (used in NPC actorpacks), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, which is the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11067</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11067"/>
		<updated>2022-01-09T03:04:55Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update GenerationSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int check - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (the only places GenerationSelector is used), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, 1 lower than the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11066</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11066"/>
		<updated>2022-01-09T03:01:46Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add GenerationSelector info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
|Int comparison - Unknown&amp;lt;ref&amp;gt;Element7 of UH_C_Face_Talk.bas and Element3 of UH_C_Face_Default.bas&amp;lt;/ref&amp;gt; In both referenced cases (the only places GenerationSelector is used), Value0 is &#039;&#039;&#039;2&#039;&#039;&#039;, and Value1 is &#039;&#039;&#039;-2147483648&#039;&#039;&#039;, 1 lower than the negative 32-bit integer limit.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11065</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11065"/>
		<updated>2022-01-09T02:55:12Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add Control type to all Selector and Blender TypeIndexes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11063</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11063"/>
		<updated>2022-01-09T02:47:43Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add GrabTypeSelector info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
|Compares the [[Bgparamlist#Liftable|LiftType]] of the actor that is being grabbed/lifted (from its bgparamlist). Known to accept as many as 24 children and a default case.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11062</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11062"/>
		<updated>2022-01-09T02:36:20Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add vanilla values to LiftType&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
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|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11061</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11061"/>
		<updated>2022-01-09T01:51:27Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add Control tag to ArrowSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11059</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11059"/>
		<updated>2022-01-08T22:18:35Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add ArrowSelector info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
|Seems to check what arrow Link has equipped. However, the game only ever uses a &#039;&#039;&#039;StringArray&#039;&#039;&#039; of &#039;&#039;&#039;Empty&#039;&#039;&#039; and a default case. This is used to check whether Link has arrows in his bow, to determine how to blend his animations or to play different ones.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11058</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11058"/>
		<updated>2022-01-08T21:33:53Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames.&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11057</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11057"/>
		<updated>2022-01-08T21:33:34Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update Morph value info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. Appears to be measured in frames&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11056</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11056"/>
		<updated>2022-01-08T21:22:00Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update EventFlagSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. The StringArray defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Creating_mods&amp;diff=11055</id>
		<title>Help:Creating mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Creating_mods&amp;diff=11055"/>
		<updated>2022-01-08T03:12:06Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update /* What can currently be modded? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, modders! This page contains useful information for anybody who wants to create mods. If you just want to use other people&#039;s mods, see [[Help:Using mods]].&lt;br /&gt;
&lt;br /&gt;
== What can currently be modded? ==&lt;br /&gt;
&lt;br /&gt;
* Textures&lt;br /&gt;
* Models&lt;br /&gt;
* Actor parameters, including enemies, weapons, and armors&lt;br /&gt;
* Adding new actors&lt;br /&gt;
* Overworld and dungeon map files&lt;br /&gt;
* Event flows, and as a direct consequence: cutscenes, NPC interactions, quests, minigames, etc.&lt;br /&gt;
* Animations and various animation parameter files&lt;br /&gt;
* Rigid body collisions&lt;br /&gt;
* Text / dialogue&lt;br /&gt;
* UI elements (HUD, title screen, logos, etc.)&lt;br /&gt;
* Music and audio (cannot add new tracks, only edit/replace existing)&lt;br /&gt;
* Effects and shaders (limited)&lt;br /&gt;
&lt;br /&gt;
== Getting set up ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{linkbox&lt;br /&gt;
| title = [[help:Dumping games|Dumping the game files]]&lt;br /&gt;
| text = To make mods, you&#039;ll need to start by dumping the unedited game files from your copy of BotW.&lt;br /&gt;
| faiconc = fas fa-copy&lt;br /&gt;
}}&lt;br /&gt;
{{linkbox&lt;br /&gt;
| title = [[help:Setting up tools|Setting up tools]]&lt;br /&gt;
| text = Since BotW uses a lot of Nintendo&#039;s own file formats, you&#039;ll need tools to be able to edit them.&lt;br /&gt;
| faiconc = fas fa-toolbox&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
=== The RSTB file ===&lt;br /&gt;
The file [[ResourceSizeTable.product.rsizetable]] (referred to as the RSTB file) contains a list of size limits for almost every file in the game (calculated from the non-Yaz0-compressed file sizes). If you edit a file to make its filesize bigger, you&#039;ll need to edit this file to prevent errors. For details, see [[Help:Updating the RSTB]].&lt;br /&gt;
&lt;br /&gt;
=== File names and caching ===&lt;br /&gt;
The game assumes that any 2 files with the exact same filename also have the exact same contents. If you don&#039;t follow this rule when editing files, the game might load the wrong version of the file, leading to errors. The same rule applies to texture names - all unique textures should have unique names, even if they&#039;re located in different files.&lt;br /&gt;
&lt;br /&gt;
=== File extensions for compressed resources ===&lt;br /&gt;
In most cases, file extensions that start with &amp;quot;.s&amp;quot; are used for [[Yaz0]]-compressed files. Ensure that any file with such extensions is compressed. Some tools (for example {{ltool|BotW Unpacker}}, {{ltool|byml-v2}} or {{ltool|sarc}}) will automatically compress files when needed.&lt;br /&gt;
&lt;br /&gt;
Example: .bactorpack -&amp;gt; .sbactorpack (after compression)&lt;br /&gt;
&lt;br /&gt;
=== Edit priority ===&lt;br /&gt;
If a file exists in your update dump, edit that copy of it. If it doesn&#039;t exist there, edit the one in your DLC dump. If it doesn&#039;t exist in either the update files or the DLC files, edit the one from the base game dump.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11054</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11054"/>
		<updated>2022-01-07T00:56:03Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Simplify EventFlagSelector description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. A StringArray in the Extend section defines the flags to be checked. Known to accept 1 child plus a default case, but in a single instance there&#039;s no default case.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; In another instance, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11053</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11053"/>
		<updated>2022-01-07T00:46:46Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update ArmorSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Used only in &#039;&#039;&#039;Player_Wait.bas&#039;&#039;&#039;. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Does not appear to accept armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11052</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11052"/>
		<updated>2022-01-07T00:41:00Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add more FrameCtrl parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|LoopStopCountRandom&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|UseGlobalFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|ReversePlay&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|false&lt;br /&gt;
|-&lt;br /&gt;
|Connect&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1, 2, and 3.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11051</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11051"/>
		<updated>2022-01-07T00:31:15Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update EventFlagSelector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; If both are true, the first case evaluated as true will be run.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11050</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11050"/>
		<updated>2022-01-07T00:22:16Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; It&#039;s unknown what happens if both are true.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11049</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11049"/>
		<updated>2022-01-07T00:20:17Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Fix reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; It&#039;s unknown what happens if both are true.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11048</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11048"/>
		<updated>2022-01-07T00:19:48Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add EventFlagSelector documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
|Checks whether a GameData flag is true. Its children denote elements to jump to if a flag is true.  A StringArray in the Extend section defines the flags to be checked. Usually 2 flags are checked, but in 1 case only 1 flag is checked.&amp;lt;/ref&amp;gt;Npc_Rito_Hearts_BandVisibilityOff.bas&amp;lt;/ref&amp;gt; The second string is usually &#039;&#039;&#039;default&#039;&#039;&#039;, as a catch-all for when the flag is false. In a single case, both strings are flags. &amp;lt;ref&amp;gt;UR_M_Teba_Teba_DamageVisibility_On.bas&amp;lt;/ref&amp;gt; It&#039;s unknown what happens if both are true.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11047</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11047"/>
		<updated>2022-01-07T00:03:58Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add AnmLoop parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
|Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*38 - Unknown (believed to check if the current weapon is on fire)&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|AnmLoop&lt;br /&gt;
|int&lt;br /&gt;
|The only observed values are 1 and 2. &amp;lt;ref&amp;gt;Elements 10 and 11 of AncientDoctor_C_Face_Default.bas&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Defines the impact of attack animations. Known values are AttackSmall, AttackMiddle, and AttackLarge.&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine.&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11035</id>
		<title>Bas</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bas&amp;diff=11035"/>
		<updated>2021-12-16T00:26:39Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Add notes for TypeIndex 38 (MaskSelector)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bas&#039;&#039;&#039; files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at &#039;&#039;&#039;Actor/AS/{EventName}/{AnimationSequenceName}.bas&#039;&#039;&#039; in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and &#039;&#039;&#039;Actor/AS/{AnimationSequenceName}.bas&#039;&#039;&#039; in bactorpacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Key Type&lt;br /&gt;
!Description&lt;br /&gt;
!Node Type&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Type of node the Element is. Known types are listed below the table.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|NoSync&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|JudgeOnce&lt;br /&gt;
|bool&lt;br /&gt;
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.&lt;br /&gt;
|Control&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|InputLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|Control&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|FileName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the animation to play&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Morph&lt;br /&gt;
|int&lt;br /&gt;
|Time to blend the previous animation into this one. (Whether this is in milliseconds or frames is currently unknown)&lt;br /&gt;
|Animation&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parameter TypeIndex====&lt;br /&gt;
Nodes with Blender are generally used to perform the same checks as those with Selector in the name, with a key difference: Blender nodes may evaluate multiple cases as true, and will blend the resulting animations together. Selector nodes will choose only the first case that evaluates to true.{{Check}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Index&lt;br /&gt;
!Name &amp;lt;ref&amp;gt;TypeIndex function table in the 1.5.0 [[executable]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|AbsTemperatureBlender&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AbsTemperatureSelector&lt;br /&gt;
|Current world temperature. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|ArmorSelector&lt;br /&gt;
|What armor is currently equipped. Only observed working values are &amp;lt;code&amp;gt;NoUpper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoLower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NoAll&amp;lt;/code&amp;gt;.{{#tag:ref|Element32 of Player_Wait.bas, WiiU 1.5.0|name=e32pw}} Believed to work with armor actor names.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|ArrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|AttentionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|BoneBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|BoneVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|BoolSelector&lt;br /&gt;
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|ButtonSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|ChargeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|ClearMatAnmAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|ComboSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|DiffAngleYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|DiffAngleYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|DirectionAngleBlender&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|DirectionAngleSelector&lt;br /&gt;
|Compares to the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|DistanceBlender&lt;br /&gt;
|Compares distance between Link and his current locked target{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|DistanceSelector&lt;br /&gt;
|Compares distance between Link and his current locked target. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|DungeonClearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|DungeonNumberSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|EventFlagSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|EyeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|EyebrowSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|FaceEmotionSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|FootBLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|FootBRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|FootFLLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|FootFRLifeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|ForwardBentBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|ForwardBentSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|GearSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|GenerationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|GrabTypeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|GroundNormalBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|GroundNormalSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|GroundNormalSideBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|GroundNormalSideSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|MaskSelector&lt;br /&gt;
| Checks the MaskType parameter of the currently equipped Head armor. Its children reference other elements to jump to if a matching MaskType is found, and a StringArray in its Extend determine the MaskType(s) to check for.&lt;br /&gt;
| Control&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|MatVisibilityAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|MouthSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|NoAnmAsset&lt;br /&gt;
|Play no animation. Used to cancel evaluation.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|NoLoopStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|NoLoopStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|NodePosSelector&lt;br /&gt;
|Compares name of a bone, takes StrRef of the bone name. Unknown how it decides which bone name to compare the StrRef to.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}} Can be paired with an axis name (e.g. &amp;lt;code&amp;gt;Toe_L,Z&amp;lt;/code&amp;gt;) to measure value on that axis. When used in this way, the node chooses the child corresponding to the highest value among those measured.{{#tag:ref|Element8 of UZ_M_Move_End.bas, WiiU 1.5.0|name=e8uzmme}} When no axis name is given, the vector to the origin is measured. {{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|PersonalitySelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|PostureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|PreASSelector&lt;br /&gt;
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|PreExclusionRandomSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|RandomSelector&lt;br /&gt;
|Picks a random node from the given nodes.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|RideSelector&lt;br /&gt;
|Compares the profile of the mount the actor is currently riding. Known to accept one Child, plus a default case, but might accept more or less.{{Check}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|RightStickAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|RightStickAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|RightStickValueBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|RightStickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|RightStickXBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|RightStickXSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|RightStickYBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|RightStickYSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|SelfHeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|SelfWeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|SequencePlayContainer&lt;br /&gt;
|Float comparison - Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|ShaderParamAsset&lt;br /&gt;
|Plays material animation, takes StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|ShaderParamColorAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|ShaderParamTexSRTAsset&lt;br /&gt;
|Plays texture transform animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|SizeBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|SizeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|SkeltalAsset&lt;br /&gt;
|Plays model animation, takes StrRef of the animation name.&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|SpeedBlender&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|SpeedSelector&lt;br /&gt;
|Compares actor&#039;s current movement speed. Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|StickAngleBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|StickAngleSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right). Evaluated by float range.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|StickValueBlender&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|StickValueSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|StickXBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|StickXSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current horizontal position, as a float value. Fully left is -1.0, fully right is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|StickYBlender&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|StickYSelector&lt;br /&gt;
|Compares the movement analog stick&#039;s current vertical position, as a float value. Fully down is -1.0, fully up is 1.0.&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|StressBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|StressSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|SyncPlayContainer&lt;br /&gt;
|Synchronously plays multiple child elements&lt;br /&gt;
|Animation&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|TemperatureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|TemperatureSelector&lt;br /&gt;
|Range evaluation - Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|TexturePatternAsset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|TimeSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|TiredBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|TiredSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|UseItemSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|UserAngle2Blender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|UserAngle2Selector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|UserAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|UserAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|UserSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|UserSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|VariationSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|WallAngleBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|WallAngleSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|WeaponDetailSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value), takes StrRef of weapon subtype name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|WeaponSelector&lt;br /&gt;
|Compares actor&#039;s equipped weapon profile (from its bxml ProfileUser value), takes StrRef of weapon profile name&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|WeatherSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|WeightBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|WeightSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|WindVelocityBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|YSpeedBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|YSpeedSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ZEx00ExposureBlender&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ZEx00ExposureSelector&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. &amp;lt;code&amp;gt;Child0: 7&amp;lt;/code&amp;gt; points to Element7.&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.&lt;br /&gt;
&lt;br /&gt;
====Typed Array====&lt;br /&gt;
A list of variables of a given type to use for various control comparisons. Corresponds directly to the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is &amp;quot;default&amp;quot; as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}&lt;br /&gt;
&lt;br /&gt;
====BitIndex====&lt;br /&gt;
Used with BoolSelector Parameters. Also has TypeIndex, which are used to perform the check.&lt;br /&gt;
&lt;br /&gt;
*2 - Unknown (believed to check if Link has any armor equipped)&amp;lt;ref name=&amp;quot;e0pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*30 - Whether or not Link has a shield equipped.&amp;lt;ref name=&amp;quot;e1pcn&amp;quot; /&amp;gt;&lt;br /&gt;
*33 - Unknown (believed to check if Link is tired)&amp;lt;ref name=&amp;quot;e2pfd&amp;quot; /&amp;gt;&lt;br /&gt;
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist&lt;br /&gt;
*46 - Unknown (believed to check if Link is crouched)&lt;br /&gt;
&lt;br /&gt;
====Ranges====&lt;br /&gt;
Used with control nodes that perform a Range evaluation. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)&lt;br /&gt;
&lt;br /&gt;
====FrameCtrl====&lt;br /&gt;
Used with animation nodes. The node itself is required, even if it is empty (i.e. none of the keys are specified)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|float&lt;br /&gt;
|Speed at which to play the animation. Higher numbers are faster.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====TriggerEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. Events which are triggered during this animation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown (believed to define when an attack begins to deal damage)&amp;lt;ref&amp;gt;Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link&#039;s attack animations&amp;lt;/ref&amp;gt;&lt;br /&gt;
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.&amp;lt;ref&amp;gt;Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.&lt;br /&gt;
*14 - Seems to indicate an enemy has entered a state of being airborne.&lt;br /&gt;
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====HoldEvents====&lt;br /&gt;
Used with Parameter TypeIndex 67. Possibly used with other animation node TypeIndexes, but none have so far been observed. States that are entered into while the animation is playing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|TypeIndex&lt;br /&gt;
|int&lt;br /&gt;
|Which type of event to fire. Known events are detailed below&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|StartFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|EndFrame&lt;br /&gt;
|int&lt;br /&gt;
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|strRef&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Known TypeIndex values:&lt;br /&gt;
&lt;br /&gt;
*0 - Unknown&lt;br /&gt;
*2 - Unknown&lt;br /&gt;
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}}&lt;br /&gt;
*17 - Unknown&lt;br /&gt;
*25 - Unknown&lt;br /&gt;
*45 - Defines when to accept input to start the next attack.&lt;br /&gt;
*48 - Defines when to display the trails in the air during an attack.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11015</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11015"/>
		<updated>2021-07-22T02:01:42Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to make a shortcut for BCML, search &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt; in Windows search, and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt;. Right click the exe and create a shortcut, then go into its properties. Add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the top box, then pin the shortcut to your taskbar.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format for Wii U/Cemu mods only, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11012</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11012"/>
		<updated>2021-07-21T19:42:49Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [[https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10]] or [&amp;lt;nowiki/&amp;gt;[[3.7.9https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe|3.7.9]]], and the [[https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
-Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
-Next, we&#039;ll create a shortcut for BCML. Search Python in Windows search, then right click and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; on &amp;lt;code&amp;gt;IDLE (Python 3.8 64-bit)&amp;lt;/code&amp;gt;. Right click the shortcut it opens to, and click &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; again. This should bring you to &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt;. Right click the exe and hit &amp;lt;code&amp;gt;Create Shortcut&amp;lt;/code&amp;gt;. Right click the shortcut you created, hit &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt;, then add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the first box. Rename the shortcut to &amp;lt;code&amp;gt;BCML&amp;lt;/code&amp;gt;, then drag it onto the taskbar to pin it. Now, you can use this shortcut to launch BCML.&lt;br /&gt;
&lt;br /&gt;
If you have any issues, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
For more information about the UI, consult the in-app BCML help. A basic overview:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML only supports mods in ZIP, RAR, or 7z format, or BNP formats.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button&#039;&#039;&#039; (bottom left): Show sort handles, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow&#039;&#039;&#039; (bottom left): Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11011</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11011"/>
		<updated>2021-07-21T19:40:54Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Linked BCML troubleshooting page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [[https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10]] or [&amp;lt;nowiki/&amp;gt;[[3.7.9https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe|3.7.9]]], and the [[https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
-Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
-Next, we&#039;ll create a shortcut for BCML. Search Python in Windows search, then right click and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; on &amp;lt;code&amp;gt;IDLE (Python 3.8 64-bit)&amp;lt;/code&amp;gt;. Right click the shortcut it opens to, and click &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; again. This should bring you to &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt;. Right click the exe and hit &amp;lt;code&amp;gt;Create Shortcut&amp;lt;/code&amp;gt;. Right click the shortcut you created, hit &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt;, then add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the first box. Rename the shortcut to &amp;lt;code&amp;gt;BCML&amp;lt;/code&amp;gt;, then drag it onto the taskbar to pin it. Now, you can use this shortcut to launch BCML.&lt;br /&gt;
&lt;br /&gt;
If you have any issues, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page.&lt;br /&gt;
&lt;br /&gt;
For more information about the UI, consult the in-app BCML help. A basic overview:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML only supports mods in ZIP, RAR, or 7z format, or BNP formats.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button&#039;&#039;&#039; (bottom left): Show sort handles, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow&#039;&#039;&#039; (bottom left): Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11010</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11010"/>
		<updated>2021-07-21T19:36:57Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [[https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10]] or [&amp;lt;nowiki/&amp;gt;[[3.7.9https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe|3.7.9]]], and the [[https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
-Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
-Next, we&#039;ll create a shortcut for BCML. Search Python in Windows search, then right click and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; on &amp;lt;code&amp;gt;IDLE (Python 3.8 64-bit)&amp;lt;/code&amp;gt;. Right click the shortcut it opens to, and click &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; again. This should bring you to &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt;. Right click the exe and hit &amp;lt;code&amp;gt;Create Shortcut&amp;lt;/code&amp;gt;. Right click the shortcut you created, hit &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt;, then add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the first box. Rename the shortcut to &amp;lt;code&amp;gt;BCML&amp;lt;/code&amp;gt;, then drag it onto the taskbar to pin it. Now, you can use this shortcut to launch BCML.&lt;br /&gt;
&lt;br /&gt;
For more information about the UI, consult the in-app BCML help. A basic overview:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML only supports mods in ZIP, RAR, or 7z format, or BNP formats.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button&#039;&#039;&#039; (bottom left): Show sort handles, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow&#039;&#039;&#039; (bottom left): Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11009</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11009"/>
		<updated>2021-07-21T19:34:32Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is a mod installer and merging tool for BotW mods. It can be used to install and uninstall mods by priority and merge conflicts in the [[ResourceSizeTable.product.rsizetable|RSTB]], [[SARC]] (pack) files, or [[Message_archives|game texts]].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [[https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10]] or [&amp;lt;nowiki/&amp;gt;[[3.7.9https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe|3.7.9]]], and the [[https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
-Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
-Next, we&#039;ll create a shortcut for BCML. Search Python in Windows search, then right click and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; on &amp;lt;code&amp;gt;IDLE (Python 3.8 64-bit)&amp;lt;/code&amp;gt;. Right click the shortcut it opens to, and click &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; again. This should bring you to &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt;. Right click the exe and hit &amp;lt;code&amp;gt;Create Shortcut&amp;lt;/code&amp;gt;. Right click the shortcut you created, hit &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt;, then add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the first box. Rename the shortcut to &amp;lt;code&amp;gt;BCML&amp;lt;/code&amp;gt;, then drag it onto the taskbar to pin it. Now, you can use this shortcut to launch BCML.&lt;br /&gt;
&lt;br /&gt;
For more information about the UI, consult the in-app BCML help. A basic overview:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML only supports graphic pack mods in ZIP, RAR, or 7z format, or BNP (&#039;&#039;&#039;B&#039;&#039;&#039;CML &#039;&#039;&#039;N&#039;&#039;&#039;ano &#039;&#039;&#039;P&#039;&#039;&#039;atch) format files.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button&#039;&#039;&#039; (bottom left): Show sort handles, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow&#039;&#039;&#039; (bottom left): Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11008</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11008"/>
		<updated>2021-07-21T19:34:07Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: Update UI screenshot to BCML 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is a mod installer and merging tool for BotW mods. It can be used to install and uninstall mods by priority and merge conflicts in the [[ResourceSizeTable.product.rsizetable|RSTB]], [[SARC]] (pack) files, or [[Message_archives|game texts]].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [[https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10]] or [&amp;lt;nowiki/&amp;gt;[[3.7.9https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe|3.7.9]]], and the [[https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
-Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML GUI Interface - Old version 1.0]]&lt;br /&gt;
-Next, we&#039;ll create a shortcut for BCML. Search Python in Windows search, then right click and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; on &amp;lt;code&amp;gt;IDLE (Python 3.8 64-bit)&amp;lt;/code&amp;gt;. Right click the shortcut it opens to, and click &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt; again. This should bring you to &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt;. Right click the exe and hit &amp;lt;code&amp;gt;Create Shortcut&amp;lt;/code&amp;gt;. Right click the shortcut you created, hit &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt;, then add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the first box. Rename the shortcut to &amp;lt;code&amp;gt;BCML&amp;lt;/code&amp;gt;, then drag it onto the taskbar to pin it. Now, you can use this shortcut to launch BCML.&lt;br /&gt;
&lt;br /&gt;
For more information about the UI, consult the in-app BCML help. A basic overview:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML only supports graphic pack mods in ZIP, RAR, or 7z format, or BNP (&#039;&#039;&#039;B&#039;&#039;&#039;CML &#039;&#039;&#039;N&#039;&#039;&#039;ano &#039;&#039;&#039;P&#039;&#039;&#039;atch) format files.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button&#039;&#039;&#039; (bottom left): Show sort handles, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow&#039;&#039;&#039; (bottom left): Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=File:BCML-3.png&amp;diff=11007</id>
		<title>File:BCML-3.png</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=File:BCML-3.png&amp;diff=11007"/>
		<updated>2021-07-21T19:33:19Z</updated>

		<summary type="html">&lt;p&gt;Torphedo: BCML&amp;#039;s current UI, as of 3.4.9.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
BCML&#039;s current UI, as of 3.4.9.&lt;/div&gt;</summary>
		<author><name>Torphedo</name></author>
	</entry>
</feed>