Object respawning: Difference between revisions
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<languages/> | |||
<translate> | |||
<!--T:1--> | |||
Many materials, weapons and enemies in ''Breath of the Wild'' respawn after a certain amount of time to prevent the world from getting too empty. The exact respawn/revival policy is specific to each actor. | Many materials, weapons and enemies in ''Breath of the Wild'' respawn after a certain amount of time to prevent the world from getting too empty. The exact respawn/revival policy is specific to each actor. | ||
<!--T:2--> | |||
GameData flags that are used to track object revival are called "revival flags". They are always loaded, whether the object exists in the world or not. | GameData flags that are used to track object revival are called "revival flags". They are always loaded, whether the object exists in the world or not. | ||
== Shop items == | == Shop items == <!--T:3--> | ||
<!--T:4--> | |||
Shop items are revived every day at midnight, assuming the following conditions are satisfied: | Shop items are revived every day at midnight, assuming the following conditions are satisfied: | ||
* the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map) | * the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map) | ||
* and, for items with the Arrow tag, the player has fewer than 50<ref>This is configured by [[ActorInfo]] (itemSaleRevivalCount property).</ref> arrows of the relevant type in their inventory | * and, for items with the Arrow tag, the player has fewer than 50<ref>This is configured by [[ActorInfo]] (itemSaleRevivalCount property).</ref> arrows of the relevant type in their inventory | ||
<!--T:5--> | |||
[1.3.1+] The inventory check function uses the player's real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick [[GameDataMgr]] into restocking arrows no longer works. | |||
<!--T:6--> | |||
Revival flags for shop items have their [[ResetType]] set to 3. | Revival flags for shop items have their [[ResetType]] set to 3. | ||
=== The revival map grid === | === The revival map grid === <!--T:7--> | ||
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0.. | |||
<!--T:8--> | |||
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7). | |||
<!--T:9--> | |||
Given an item located in column <code>itemCol</code> and row <code>itemRow</code>, the player is considered to not be in its map area ''if and only if'': | Given an item located in column <code>itemCol</code> and row <code>itemRow</code>, the player is considered to not be in its map area ''if and only if'': | ||
* itemCol < playerCol1 | * itemCol < playerCol1 | ||
Line 19: | Line 34: | ||
* or itemRow > playerRow2 | * or itemRow > playerRow2 | ||
<!--T:10--> | |||
where the player column and row values are calculated as follows: | where the player column and row values are calculated as follows: | ||
<!--T:11--> | |||
<source lang="c++"> | <source lang="c++"> | ||
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9); | |||
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7); | |||
if ( (col + 0.5) * 1000.0 + -5000.0 >= x ) { | |||
*col1 = col - 1; | |||
*col2 = col; | |||
} else { | |||
*col1 = col; | |||
*col2 = col + 1; | |||
} | |||
if ( (row + 0.5) * 1000.0 + -4000.0 >= z ) { | |||
*row1 = row - 1; | |||
*row2 = row; | |||
} else { | |||
*row1 = row; | |||
*row2 = row + 1; | |||
} | |||
</source> | </source> | ||
== Revival during blood moons (RevivalBloodyMoon) == | <!--T:12--> | ||
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it. | |||
== Revival during blood moons (RevivalBloodyMoon) == <!--T:13--> | |||
<!--T:14--> | |||
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value. | This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags are reset to their initial value. | ||
<!--T:15--> | |||
Revival flags for objects under this policy have their [[ResetType]] set to 1. | Revival flags for objects under this policy have their [[ResetType]] set to 1. | ||
<!--T:16--> | |||
{{actor list|label='''Actors under the RevivalBloodyMoon policy'''|content= | {{actor list|label='''Actors under the RevivalBloodyMoon policy'''|content= | ||
* Ancient Battle Axe (Weapon_Lsword_013) | * Ancient Battle Axe (Weapon_Lsword_013) | ||
Line 372: | Line 397: | ||
}} | }} | ||
== No automatic revival (RevivalNone) == | == No automatic revival (RevivalNone) == <!--T:17--> | ||
<!--T:18--> | |||
Objects under the RevivalNone policy will not be automatically revived. | Objects under the RevivalNone policy will not be automatically revived. | ||
<!--T:19--> | |||
{{actor list|label='''Actors under the RevivalNone policy'''|content= | {{actor list|label='''Actors under the RevivalNone policy'''|content= | ||
* Ancient Arrow (Obj_AncientArrow_A_01) | * Ancient Arrow (Obj_AncientArrow_A_01) | ||
Line 475: | Line 504: | ||
}} | }} | ||
== No drop revival (RevivalNoneForDrop) == | == No drop revival (RevivalNoneForDrop) == <!--T:20--> | ||
<!--T:21--> | |||
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians. | Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians. | ||
<!--T:22--> | |||
{{actor list|label='''Actors under the RevivalNoneForDrop policy'''|content= | {{actor list|label='''Actors under the RevivalNoneForDrop policy'''|content= | ||
* FldObj_RuinGuardianSand_A_Dynamic | * FldObj_RuinGuardianSand_A_Dynamic | ||
Line 483: | Line 516: | ||
}} | }} | ||
== No revival for use flag (RevivalNoneForUsed) == | == No revival for use flag (RevivalNoneForUsed) == <!--T:23--> | ||
<!--T:24--> | |||
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals. | The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals. | ||
<!--T:25--> | |||
{{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content= | {{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content= | ||
* BM_Relief | * BM_Relief | ||
Line 550: | Line 587: | ||
}} | }} | ||
== Random revival (RevivalRandom) == | == Random revival (RevivalRandom) == <!--T:26--> | ||
<!--T:27--> | |||
Objects under the RevivalRandom policy will be revived at random times ''independently of'' blood moons. This is used for most materials (fruits, rocks, etc.) | Objects under the RevivalRandom policy will be revived at random times ''independently of'' blood moons. This is used for most materials (fruits, rocks, etc.) | ||
<!--T:28--> | |||
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value. | Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value. | ||
<!--T:29--> | |||
{{actor list|label='''Actors under the RevivalRandom policy'''|content= | {{actor list|label='''Actors under the RevivalRandom policy'''|content= | ||
* Acorn (Item_Fruit_K) | * Acorn (Item_Fruit_K) | ||
Line 812: | Line 853: | ||
}} | }} | ||
=== RevivalRandom and RevivalRandomForDrop logic === | === RevivalRandom and RevivalRandomForDrop logic === <!--T:30--> | ||
<!--T:31--> | |||
Every 60 seconds<ref>Time spent in menus and cutscenes does not count</ref>, [[RadarMgr]] determines where the player is on the revival grid. | Every 60 seconds<ref>Time spent in menus and cutscenes does not count</ref>, [[RadarMgr]] determines where the player is on the revival grid. | ||
<!--T:32--> | |||
If the player is on AocField (Trial of the Sword): | If the player is on AocField (Trial of the Sword): | ||
* Special flags (with the reset data set to 127) are ''skipped''. | * Special flags (with the reset data set to 127) are ''skipped''. | ||
* Any other revival flag has a ''1% chance'' of being reset. | * Any other revival flag has a ''1% chance'' of being reset. | ||
<!--T:33--> | |||
Otherwise: | Otherwise: | ||
* If the player is on MainField, special flags have a ''1% chance'' of being reset. | * If the player is on MainField, special flags have a ''1% chance'' of being reset. | ||
Line 824: | Line 869: | ||
* In any other case, flags have a ''1% chance'' of being reset, but only if the player is not in the same map area as the object that is to be revived. | * In any other case, flags have a ''1% chance'' of being reset, but only if the player is not in the same map area as the object that is to be revived. | ||
== Random drop revival (RevivalRandomForDrop) == | == Random drop revival (RevivalRandomForDrop) == <!--T:34--> | ||
Drops of objects under the | |||
<!--T:35--> | |||
Drops of objects under the RevivalRandomForDrop policy will be revived at random times ''independently of'' blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.) | |||
<!--T:36--> | |||
Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value. | Revival flags for objects under this policy have their [[ResetType]] set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value. | ||
<!--T:37--> | |||
{{actor list|label='''Actors under the RevivalRandomForDrop policy'''|content= | {{actor list|label='''Actors under the RevivalRandomForDrop policy'''|content= | ||
* Barrel (Barrel) | * Barrel (Barrel) | ||
Line 870: | Line 919: | ||
}} | }} | ||
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) == | == Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) == <!--T:38--> | ||
<!--T:39--> | |||
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]). | Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by [[WorldMgr]]). | ||
<!--T:40--> | |||
Revival flags for objects under this policy have their [[ResetType]] set to 4. | Revival flags for objects under this policy have their [[ResetType]] set to 4. | ||
<!--T:41--> | |||
{{actor list|label='''Actors under the RevivalUnderGodTime policy'''|content= | {{actor list|label='''Actors under the RevivalUnderGodTime policy'''|content= | ||
* Blupee (Animal_RupeeRabbit_A) | * Blupee (Animal_RupeeRabbit_A) | ||
}} | }} | ||
[[Category:Internals]] | </translate> | ||
[[Category:Game mechanics]] | |||
[[Category:Internals{{#translation:}}]] | |||
[[Category:Game mechanics{{#translation:}}]] |
Latest revision as of 20:44, 29 May 2020
Many materials, weapons and enemies in Breath of the Wild respawn after a certain amount of time to prevent the world from getting too empty. The exact respawn/revival policy is specific to each actor.
GameData flags that are used to track object revival are called "revival flags". They are always loaded, whether the object exists in the world or not.
Shop items
Shop items are revived every day at midnight, assuming the following conditions are satisfied:
- the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)
- and, for items with the Arrow tag, the player has fewer than 50[1] arrows of the relevant type in their inventory
[1.3.1+] The inventory check function uses the player's real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick GameDataMgr into restocking arrows no longer works.
Revival flags for shop items have their GameDataMgr set to 3.
The revival map grid
The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).
Given an item located in column itemCol
and row itemRow
, the player is considered to not be in its map area if and only if:
- itemCol < playerCol1
- or itemCol > playerCol2
- or itemRow < playerRow1
- or itemRow > playerRow2
where the player column and row values are calculated as follows:
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);
if ( (col + 0.5) * 1000.0 + -5000.0 >= x ) {
*col1 = col - 1;
*col2 = col;
} else {
*col1 = col;
*col2 = col + 1;
}
if ( (row + 0.5) * 1000.0 + -4000.0 >= z ) {
*row1 = row - 1;
*row2 = row;
} else {
*row1 = row;
*row2 = row + 1;
}
This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.
Revival during blood moons (RevivalBloodyMoon)
This policy is used for most weapons and enemies. Every time a blood moon occurs, all associated revival flags are reset to their initial value.
Revival flags for objects under this policy have their GameDataMgr set to 1.
- Ancient Battle Axe (Weapon_Lsword_013)
- Ancient Battle Axe+ (Weapon_Lsword_014)
- Ancient Battle Axe++ (Weapon_Lsword_015)
- Ancient Bladesaw (Weapon_Lsword_023)
- Ancient Bow (Weapon_Bow_023)
- Ancient Shield (Weapon_Shield_038)
- Ancient Short Sword (Weapon_Sword_023)
- Ancient Spear (Weapon_Spear_023)
- Biggoron's Sword (Weapon_Lsword_059)
- Black Bokoblin (Enemy_Bokoblin_Senior)
- Black Hinox (Enemy_Giant_Senior)
- Black Lizalfos (Enemy_Lizalfos_Senior)
- Black Moblin (Enemy_Moriblin_Senior)
- Black Moblin (Enemy_Moriblin_Senior_Volcano)
- Blizzard Rod (Weapon_Sword_049)
- Blizzrobe (Enemy_Wizzrobe_Ice_Senior)
- Blue Bokoblin (Enemy_Bokoblin_Guard_Middle)
- Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_Ambush)
- Blue Bokoblin (Enemy_Bokoblin_Guard_Middle_TreeHouseTop)
- Blue Bokoblin (Enemy_Bokoblin_Middle)
- Blue Hinox (Enemy_Giant_Middle)
- Blue Lizalfos (Enemy_Lizalfos_Guard_Middle)
- Blue Lizalfos (Enemy_Lizalfos_Guard_Middle_LongVisibility)
- Blue Lizalfos (Enemy_Lizalfos_Middle)
- Blue Lizalfos (Enemy_Lizalfos_Middle_Guard_Ambush)
- Blue Moblin (Enemy_Moriblin_Middle)
- Blue-Maned Lynel (Enemy_Lynel_Middle)
- Boat Oar (Weapon_Lsword_038)
- Boko Bat (Weapon_Lsword_004)
- Boko Bow (Weapon_Bow_004)
- Boko Club (Weapon_Sword_004)
- Boko Shield (Weapon_Shield_004)
- Boko Spear (Weapon_Spear_004)
- Bokoblin (Enemy_Bokoblin_Guard_Junior)
- Bokoblin (Enemy_Bokoblin_Guard_Junior_Ambush)
- Bokoblin (Enemy_Bokoblin_Guard_Junior_TreeHouseTop)
- Bokoblin (Enemy_Bokoblin_Junior)
- Bokoblin Arm (Weapon_Sword_019)
- Boomerang (Weapon_Sword_051)
- Boulder Breaker (Weapon_Lsword_054)
- Bow of Light (Weapon_Bow_071)
- Chuchu (Enemy_Chuchu_Junior)
- Chuchu (Enemy_Chuchu_Middle)
- Chuchu (Enemy_Chuchu_Senior)
- Cobble Crusher (Weapon_Lsword_036)
- Cursed Bokoblin (Enemy_GanonGrudge)
- Cursed Lizalfos (Enemy_GanonGrudge_02)
- Cursed Moblin (Enemy_GanonGrudge_01)
- Daybreaker (Weapon_Shield_037)
- Decayed Guardian (Enemy_Guardian_A_Fixed_Moss)
- Decayed Guardian (Enemy_Guardian_A_Fixed_Sand)
- Decayed Guardian (Enemy_Guardian_A_Fixed_Snow)
- Demon Carver (Weapon_Sword_073)
- Double Axe (Weapon_Lsword_030)
- Dragon Bone Boko Bow (Weapon_Bow_027)
- Dragonbone Boko Bat (Weapon_Lsword_006)
- Dragonbone Boko Club (Weapon_Sword_006)
- Dragonbone Boko Shield (Weapon_Shield_006)
- Dragonbone Boko Spear (Weapon_Spear_006)
- Dragonbone Moblin Club (Weapon_Lsword_012)
- Dragonbone Moblin Spear (Weapon_Spear_012)
- Drillshaft (Weapon_Spear_031)
- Duplex Bow (Weapon_Bow_040)
- Edge of Duality (Weapon_Lsword_055)
- Eightfold Blade (Weapon_Sword_041)
- Eightfold Longblade (Weapon_Lsword_041)
- Electric Chuchu (Enemy_Chuchu_Electric_Junior)
- Electric Chuchu (Enemy_Chuchu_Electric_Middle)
- Electric Chuchu (Enemy_Chuchu_Electric_Senior)
- Electric Keese (Enemy_Keese_Electric)
- Electric Keese (Enemy_Keese_Electric_AllDay)
- Electric Lizalfos (Enemy_Lizalfos_Electric)
- Electric Lizalfos (Enemy_Lizalfos_Electric_ForestTower)
- Electric Wizzrobe (Enemy_Wizzrobe_Electric)
- Emblazoned Shield (Weapon_Shield_034)
- Enhanced Lizal Spear (Weapon_Spear_008)
- Falcon Bow (Weapon_Bow_017)
- Farmer's Pitchfork (Weapon_Spear_022)
- Farming Hoe (Weapon_Lsword_045)
- Feathered Edge (Weapon_Sword_031)
- Feathered Spear (Weapon_Spear_032)
- Fierce Deity Sword (Weapon_Lsword_060)
- Fire Chuchu (Enemy_Chuchu_Fire_Junior)
- Fire Chuchu (Enemy_Chuchu_Fire_Middle)
- Fire Chuchu (Enemy_Chuchu_Fire_Senior)
- Fire Keese (Enemy_Keese_Fire)
- Fire Keese (Enemy_Keese_Fire_AllDay)
- Fire Rod (Weapon_Sword_060)
- Fire Wizzrobe (Enemy_Wizzrobe_Fire)
- Fire-Breath Lizalfos (Enemy_Lizalfos_Fire)
- Fire-Breath Lizalfos (Enemy_Lizalfos_Fire_Guard_Ambush)
- Fisherman's Shield (Weapon_Shield_032)
- Fishing Harpoon (Weapon_Spear_038)
- Flameblade (Weapon_Sword_033)
- Flamespear (Weapon_Spear_033)
- Forest Dweller's Bow (Weapon_Bow_013)
- Forest Dweller's Shield (Weapon_Shield_023)
- Forest Dweller's Spear (Weapon_Spear_025)
- Forest Dweller's Sword (Weapon_Sword_025)
- Forest Octorok (Enemy_Octarock_Forest)
- Forked Lizal Spear (Weapon_Spear_009)
- Frost Pebblit (Enemy_Golem_Little_Ice)
- Frost Talus (Enemy_Golem_Ice)
- Frostblade (Weapon_Sword_034)
- Frostspear (Weapon_Spear_034)
- Gerudo Scimitar (Weapon_Sword_029)
- Gerudo Shield (Weapon_Shield_026)
- Gerudo Spear (Weapon_Spear_029)
- Giant Boomerang (Weapon_Lsword_051)
- Goddess Sword (Weapon_Sword_057)
- Golden Bokoblin (Enemy_Bokoblin_Gold)
- Golden Bow (Weapon_Bow_015)
- Golden Claymore (Weapon_Lsword_029)
- Golden Lizalfos (Enemy_Lizalfos_Gold)
- Golden Lynel (Enemy_Lynel_Gold)
- Golden Moblin (Enemy_Moriblin_Gold)
- Great Flameblade (Weapon_Lsword_033)
- Great Frostblade (Weapon_Lsword_034)
- Great Thunderblade (Weapon_Lsword_035)
- Guardian Scout I (Enemy_Guardian_Mini_Baby)
- Guardian Scout I (Enemy_Guardian_Mini_Baby_Dark)
- Guardian Scout II (Enemy_Guardian_Mini_Junior)
- Guardian Scout II (Enemy_Guardian_Mini_Junior_Dark)
- Guardian Scout II (Enemy_Guardian_Mini_Junior_Wipe)
- Guardian Scout III (Enemy_Guardian_Mini_Middle)
- Guardian Scout III (Enemy_Guardian_Mini_Middle_Dark)
- Guardian Scout III (Enemy_Guardian_Mini_Middle_DetachLineBeam)
- Guardian Scout IV (Enemy_Guardian_Mini_Senior)
- Guardian Scout IV (Enemy_Guardian_Mini_Senior_Dark)
- Guardian Shield (Weapon_Shield_013)
- Guardian Shield+ (Weapon_Shield_014)
- Guardian Shield++ (Weapon_Shield_015)
- Guardian Skywatcher (Enemy_Guardian_C)
- Guardian Skywatcher (Enemy_Guardian_C_Clean)
- Guardian Spear (Weapon_Spear_013)
- Guardian Spear+ (Weapon_Spear_014)
- Guardian Spear++ (Weapon_Spear_015)
- Guardian Stalker (Enemy_Guardian_A)
- Guardian Stalker (Enemy_Guardian_A_Moss)
- Guardian Stalker (Enemy_Guardian_A_Sand)
- Guardian Stalker (Enemy_Guardian_A_Snow)
- Guardian Sword (Weapon_Sword_013)
- Guardian Sword+ (Weapon_Sword_014)
- Guardian Sword++ (Weapon_Sword_015)
- Guardian Turret (Enemy_Guardian_B)
- Guardian Turret (Enemy_Guardian_B_Clean)
- Hero's Shield (Weapon_Shield_057)
- Hinox (Enemy_Giant_Junior)
- Hunter's Shield (Weapon_Shield_031)
- Hylian Shield (Weapon_Shield_030)
- Ice Chuchu (Enemy_Chuchu_Ice_Junior)
- Ice Chuchu (Enemy_Chuchu_Ice_Middle)
- Ice Chuchu (Enemy_Chuchu_Ice_Senior)
- Ice Keese (Enemy_Keese_Ice)
- Ice Keese (Enemy_Keese_Ice_AllDay)
- Ice Rod (Weapon_Sword_061)
- Ice Wizzrobe (Enemy_Wizzrobe_Ice)
- Ice-Breath Lizalfos (Enemy_Lizalfos_Ice)
- Igneo Pebblit (Enemy_Golem_Little_Fire)
- Igneo Talus (Enemy_Golem_Fire)
- Igneo Talus Titan (Enemy_Golem_Fire_R)
- Iron Sledgehammer (Weapon_Lsword_031)
- Keese (Enemy_Keese)
- Keese (Enemy_Keese_AllDay)
- Keese (Enemy_Keese_Swarm)
- Keese (Enemy_Keese_Swarm_AllDay)
- Keese (Enemy_Keese_Swarm_AllDay_HeapMeasure)
- Keese (Enemy_Keese_Swarm_HeapMeasure)
- Kite Shield (Weapon_Shield_042)
- Knight's Bow (Weapon_Bow_035)
- Knight's Broadsword (Weapon_Sword_003)
- Knight's Claymore (Weapon_Lsword_003)
- Knight's Halberd (Weapon_Spear_003)
- Knight's Shield (Weapon_Shield_003)
- Korok Leaf (Weapon_Lsword_056)
- Lightning Rod (Weapon_Sword_062)
- Lightscale Trident (Weapon_Spear_050)
- Lizal Boomerang (Weapon_Sword_007)
- Lizal Bow (Weapon_Bow_006)
- Lizal Forked Boomerang (Weapon_Sword_008)
- Lizal Shield (Weapon_Shield_007)
- Lizal Spear (Weapon_Spear_007)
- Lizal Tri-Boomerang (Weapon_Sword_009)
- Lizalfos (Enemy_Lizalfos_Guard_Junior)
- Lizalfos (Enemy_Lizalfos_Guard_Junior_LongVisibility)
- Lizalfos (Enemy_Lizalfos_Junior)
- Lizalfos (Enemy_Lizalfos_Junior_Guard_Ambush)
- Lizalfos Arm (Weapon_Sword_020)
- Lynel (Enemy_Lynel_Junior)
- Lynel (Enemy_Lynel_Junior_Mountain)
- Lynel Bow (Weapon_Bow_009)
- Lynel Crusher (Weapon_Lsword_016)
- Lynel Shield (Weapon_Shield_016)
- Lynel Spear (Weapon_Spear_016)
- Lynel Sword (Weapon_Sword_016)
- Meteo Wizzrobe (Enemy_Wizzrobe_Fire_Senior)
- Meteor Rod (Weapon_Sword_048)
- Mighty Lynel Bow (Weapon_Bow_026)
- Mighty Lynel Crusher (Weapon_Lsword_017)
- Mighty Lynel Shield (Weapon_Shield_017)
- Mighty Lynel Spear (Weapon_Spear_017)
- Mighty Lynel Sword (Weapon_Sword_017)
- Moblin (Enemy_Moriblin_Junior)
- Moblin Arm (Weapon_Lsword_019)
- Moblin Club (Weapon_Lsword_010)
- Moblin Spear (Weapon_Spear_010)
- Molduga (Enemy_Sandworm)
- Molduking (Enemy_SandwormR)
- Monk Maz Koshia (Priest_Boss_Giant)
- Monk Maz Koshia (Priest_Boss_Normal)
- Monk Maz Koshia (Priest_Boss_ShadowClone)
- Monk Maz Koshia (Priest_Boss_ShadowClone_Real)
- Moonlight Scimitar (Weapon_Sword_030)
- Phrenic Bow (Weapon_Bow_029)
- Pot Lid (Weapon_Shield_040)
- Radiant Shield (Weapon_Shield_036)
- Reinforced Lizal Shield (Weapon_Shield_008)
- Rock Octorok (Enemy_Octarock_Stone)
- Royal Bow (Weapon_Bow_036)
- Royal Broadsword (Weapon_Sword_024)
- Royal Claymore (Weapon_Lsword_024)
- Royal Guard's Bow (Weapon_Bow_033)
- Royal Guard's Claymore (Weapon_Lsword_047)
- Royal Guard's Shield (Weapon_Shield_033)
- Royal Guard's Spear (Weapon_Spear_047)
- Royal Guard's Sword (Weapon_Sword_047)
- Royal Halberd (Weapon_Spear_024)
- Royal Shield (Weapon_Shield_022)
- Rusty Broadsword (Weapon_Sword_021)
- Rusty Claymore (Weapon_Lsword_020)
- Rusty Halberd (Weapon_Spear_021)
- Rusty Shield (Weapon_Shield_021)
- Savage Lynel Bow (Weapon_Bow_032)
- Savage Lynel Crusher (Weapon_Lsword_018)
- Savage Lynel Shield (Weapon_Shield_018)
- Savage Lynel Spear (Weapon_Spear_018)
- Savage Lynel Sword (Weapon_Sword_018)
- Scimitar of the Seven (Weapon_Sword_052)
- Sea-Breeze Boomerang (Weapon_Sword_059)
- Seared Steak (BoarMeat)
- Serpentine Spear (Weapon_Spear_037)
- Shield of the Mind's Eye (Weapon_Shield_041)
- Silver Bokoblin (Enemy_Bokoblin_Dark)
- Silver Bow (Weapon_Bow_014)
- Silver Lizalfos (Enemy_Lizalfos_Dark)
- Silver Longsword (Weapon_Lsword_027)
- Silver Lynel (Enemy_Lynel_Dark)
- Silver Moblin (Enemy_Moriblin_Dark)
- Silver Shield (Weapon_Shield_025)
- Silverscale Spear (Weapon_Spear_028)
- Snow Octorok (Enemy_Octarock_Snow)
- Soldier's Bow (Weapon_Bow_002)
- Soldier's Broadsword (Weapon_Sword_002)
- Soldier's Claymore (Weapon_Lsword_002)
- Soldier's Shield (Weapon_Shield_002)
- Soldier's Spear (Weapon_Spear_002)
- Soup Ladle (Weapon_Sword_022)
- Spiked Boko Bat (Weapon_Lsword_005)
- Spiked Boko Bow (Weapon_Bow_003)
- Spiked Boko Club (Weapon_Sword_005)
- Spiked Boko Shield (Weapon_Shield_005)
- Spiked Boko Spear (Weapon_Spear_005)
- Spiked Moblin Club (Weapon_Lsword_011)
- Spiked Moblin Spear (Weapon_Spear_011)
- Spring-Loaded Hammer (Weapon_Sword_040)
- Stalizalfos (Enemy_Lizalfos_Bone_Junior)
- Stalizalfos (Enemy_Lizalfos_Bone_Junior_Head)
- Stalkoblin (Enemy_Bokoblin_Bone_Junior)
- Stalkoblin (Enemy_Bokoblin_Bone_Junior_AllDay)
- Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head)
- Stalkoblin (Enemy_Bokoblin_Bone_Junior_Head_AllDay)
- Stalmoblin (Enemy_Moriblin_Bone_Junior)
- Stalmoblin (Enemy_Moriblin_Bone_Junior_Head)
- Stalnox (Enemy_Giant_Bone)
- Stalnox (Enemy_Giant_Bone_AllDay)
- Steel Lizal Bow (Weapon_Bow_030)
- Steel Lizal Shield (Weapon_Shield_009)
- Stone Pebblit (Enemy_Golem_Little)
- Stone Smasher (Weapon_Lsword_037)
- Stone Talus (Enemy_Golem_Junior)
- Stone Talus (Luminous) (Enemy_Golem_Middle)
- Stone Talus (Rare) (Enemy_Golem_Senior)
- Strengthened Lizal Bow (Weapon_Bow_011)
- Swallow Bow (Weapon_Bow_016)
- Sword (Weapon_Sword_058)
- Sword of the Six Sages (Weapon_Lsword_057)
- Throwing Spear (Weapon_Spear_030)
- Thunder Wizzrobe (Enemy_Wizzrobe_Electric_Senior)
- Thunderblade (Weapon_Sword_035)
- Thunderspear (Weapon_Spear_035)
- Thunderstorm Rod (Weapon_Sword_050)
- Torch (Weapon_Sword_043)
- Traveler (Npc_Assassin_003)
- Traveler (Npc_Assassin_004)
- Traveler (Npc_Assassin_005)
- Traveler (Npc_Assassin_006)
- Traveler (Npc_Assassin_007)
- Traveler (Npc_Assassin_008)
- Traveler (Npc_Assassin_009)
- Traveler (Npc_Assassin_010)
- Traveler's Bow (Weapon_Bow_001)
- Traveler's Claymore (Weapon_Lsword_001)
- Traveler's Shield (Weapon_Shield_035)
- Traveler's Spear (Weapon_Spear_001)
- Traveler's Sword (Weapon_Sword_001)
- Treasure Octorok (Enemy_Octarock_Desert)
- Tree Branch (Weapon_Sword_044)
- Twilight Bow (Weapon_Bow_072)
- TwnObj_GanonGrudgeSolid_Eyeball_A_01
- Vicious Sickle (Weapon_Sword_053)
- Water Octorok (Enemy_Octarock)
- White-Maned Lynel (Enemy_Lynel_Senior)
- Windcleaver (Weapon_Lsword_074)
- Woodcutter's Axe (Weapon_Lsword_032)
- Wooden Bow (Weapon_Bow_038)
- Wooden Mop (Weapon_Spear_036)
- Wooden Shield (Weapon_Shield_001)
- Yiga Blademaster (Enemy_Assassin_Middle)
- Yiga Blademaster (Enemy_Assassin_Middle_Quest)
- Yiga Footsoldier (Enemy_Assassin_Junior)
- Yiga Footsoldier (Enemy_Assassin_Junior_Npc_001)
- Yiga Footsoldier (Enemy_Assassin_Junior_Npc_002)
- Yiga Footsoldier (Enemy_Assassin_Shooter_Junior)
- Zora Spear (Weapon_Spear_027)
- Zora Sword (Weapon_Sword_027)
No automatic revival (RevivalNone)
Objects under the RevivalNone policy will not be automatically revived.
- Ancient Arrow (Obj_AncientArrow_A_01)
- Ancient Arrow x3 (Obj_AncientArrow_C_01)
- Ancient Arrow x5 (Obj_AncientArrow_B_01)
- Ancient Core (Item_Enemy_30)
- Ancient Gear (Item_Enemy_26)
- Ancient Screw (Item_Enemy_27)
- Ancient Shaft (Item_Enemy_29)
- Ancient Spring (Item_Enemy_28)
- Arrow (Obj_ArrowNormal_A_01)
- Arrow x10 (Obj_ArrowBundle_A_02)
- Arrow x5 (Obj_ArrowBundle_A_01)
- Arrow x[NUMBER] (Obj_ArrowBundle_A_10)
- Blue Rupee (PutRupee_Blue)
- Bokoblin Guts (Item_Enemy_02)
- Bomb Arrow (Obj_BombArrow_A_01)
- Bomb Arrow x10 (Obj_BombArrow_A_03)
- Bomb Arrow x20 (Obj_BombArrow_A_04)
- Bomb Arrow x5 (Obj_BombArrow_A_02)
- BreakableRock
- Calamity Ganon (Enemy_Ganon)
- Ceremonial Trident (Weapon_Spear_049)
- Daruk's Protection (Obj_HeroSoul_Goron)
- Daruk's Protection + (Obj_DLC_HeroSoul_Goron)
- DgnObj_WallCrack_C_01
- DgnObj_WallCrack_Wind_A_02
- Fire Arrow (Obj_FireArrow_A_01)
- Fire Arrow x10 (Obj_FireArrow_A_02)
- Fire Arrow x5 (Obj_FireArrow_A_03)
- Fireblight Ganon (Enemy_SiteBoss_Lsword)
- Fireblight Ganon (Enemy_SiteBoss_Lsword_R)
- FldObj_AssassinPicture_A_01
- FldObj_AssassinPicture_A_02
- FldObj_BreakableRockDeathMT_A_01
- FldObj_BreakableRockDeathMT_A_02
- Giant Ancient Core (Item_Enemy_31)
- Gold Rupee (PutRupee_Gold)
- Green Rupee (PutRupee)
- Guardian Scout II (Enemy_Guardian_Mini_Practice)
- Heart Container (Obj_HeartUtuwa_A_01)
- Hestu's Maracas (Obj_Maracas)
- Ice Arrow (Obj_IceArrow_A_01)
- Ice Arrow x10 (Obj_IceArrow_A_02)
- Ice Arrow x5 (Obj_IceArrow_A_03)
- IceWall
- IceWallRuins
- IceWallRuins_Challenge
- IceWall_100enemy
- IceWall_Tower
- Korok Seed (Obj_KorokNuts)
- Lizalfos Tail (Item_Enemy_05)
- Master Kohga (Enemy_Assassin_Senior)
- Master Sword (Weapon_Sword_070)
- Medoh's Emblem (Obj_DLC_HeroSeal_Rito)
- Mipha's Grace (Obj_HeroSoul_Zora)
- Mipha's Grace + (Obj_DLC_HeroSoul_Zora)
- Naboris's Emblem (Obj_DLC_HeroSeal_Gerudo)
- Obj_CursedStatue
- Obj_RockBroken_A_02
- Obj_ThunderRock
- One-Hit Obliterator (Weapon_Sword_502)
- Purple Rupee (PutRupee_Purple)
- Red Rupee (PutRupee_Red)
- Revali's Gale (Obj_HeroSoul_Rito)
- Revali's Gale + (Obj_DLC_HeroSoul_Rito)
- Rudania's Emblem (Obj_DLC_HeroSeal_Goron)
- Ruta's Emblem (Obj_DLC_HeroSeal_Zora)
- Sentry (RemainsFire_Drone_A_01)
- Shock Arrow (Obj_ElectricArrow_A_01)
- Shock Arrow (Obj_ElectricArrow_B_01)
- Shock Arrow x10 (Obj_ElectricArrow_A_02)
- Shock Arrow x5 (Obj_ElectricArrow_A_03)
- Silver Rupee (PutRupee_Silver)
- Spirit Orb (Obj_DungeonClearSeal)
- Stamina Vessel (Obj_StaminaUtuwa_A_01)
- Thunderblight Ganon (Enemy_SiteBoss_Sword)
- Thunderblight Ganon (Enemy_SiteBoss_Sword_R)
- Travel Medallion (Obj_WarpDLC)
- Treasure Chest (TBox_Field_Enemy)
- Treasure Chest (TBox_Field_Iron)
- Treasure Chest (TBox_Field_Iron_NoReaction)
- Treasure Chest (TBox_Field_Iron_NoReaction_Aoc)
- Treasure Chest (TBox_Field_Iron_NoReaction_Aoc_long)
- Treasure Chest (TBox_Field_Iron_NoReaction_Collabo)
- Treasure Chest (TBox_Field_Stone)
- Treasure Chest (TBox_Field_Stone_NoReaction)
- Treasure Chest (TBox_Field_Wood)
- TreasureSpot_00
- TwnObj_HyruleCastleObject_Wallcrack_Before_A_01
- TwnObj_HyruleCity_Tower_WallCrack_A_01
- Urbosa's Fury (Obj_HeroSoul_Gerudo)
- Urbosa's Fury + (Obj_DLC_HeroSoul_Gerudo)
- VolcanoEruptionField
- WallCrack
- WallCrack_Wind
- Waterblight Ganon (Enemy_SiteBoss_Spear)
- Waterblight Ganon (Enemy_SiteBoss_Spear_R)
- Windblight Ganon (Enemy_SiteBoss_Bow)
- Windblight Ganon (Enemy_SiteBoss_Bow_R)
No drop revival (RevivalNoneForDrop)
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.
- FldObj_RuinGuardianSand_A_Dynamic
- FldObj_RuinGuardianSnow_A_Dynamic
- FldObj_RuinGuardian_A_Dynamic
No revival for use flag (RevivalNoneForUsed)
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.
- BM_Relief
- Desert Voe Headband (Mannequin_006_Head)
- Desert Voe Spaulder (Mannequin_006_Upper)
- Desert Voe Trousers (Mannequin_006_Lower)
- DgnObj_AncientReactor_B_01
- DgnObj_AncientReactor_B_01_on
- DgnObj_DownloadTerminal_A_01
- DgnObj_DungeonEntranceSP
- DgnObj_DungeonEntranceSP_Far
- DgnObj_EntranceTerminalSP
- DgnObj_EntranceTerminal_A_01
- DgnObj_RemainsLithogragh_A_02
- DgnObj_RemainsLithograph_A_01
- DgnObj_RemainsTerminalBody_A
- Flamebreaker Armor (Mannequin_005_Upper)
- Flamebreaker Boots (Mannequin_005_Lower)
- Flamebreaker Helm (Mannequin_005_Head)
- FldObj_DownloadTerminal_A_01
- FldObj_DownloadTerminal_A_02
- FldObj_Terminal_A_01
- Gerudo Sirwal (Mannequin_007_Lower)
- Gerudo Top (Mannequin_007_Upper)
- Gerudo Veil (Mannequin_007_Head)
- Hylian Hood (Mannequin_001_Head)
- Hylian Trousers (Mannequin_001_Lower)
- Hylian Tunic (Mannequin_001_Upper)
- Korok (Npc_HiddenKorokFly)
- Korok (Npc_HiddenKorokGround)
- Radiant Mask (Mannequin_008_Head)
- Radiant Shirt (Mannequin_008_Upper)
- Radiant Tights (Mannequin_008_Lower)
- ShutterKey
- Snowquill Headdress (Mannequin_004_Head)
- Snowquill Trousers (Mannequin_004_Lower)
- Snowquill Tunic (Mannequin_004_Upper)
- Soldier's Armor (Mannequin_002_Upper)
- Soldier's Greaves (Mannequin_002_Lower)
- Soldier's Helm (Mannequin_002_Head)
- Stealth Chest Guard (Mannequin_003_Upper)
- Stealth Mask (Mannequin_003_Head)
- Stealth Tights (Mannequin_003_Lower)
- SwitchCandlestickAncient
- SwitchCandlestickAncientOn
- Treasure Chest (TBox_Dungeon_Iron)
- Treasure Chest (TBox_Dungeon_Iron_050)
- Treasure Chest (TBox_Dungeon_Iron_FinalTrial)
- Treasure Chest (TBox_Dungeon_Iron_Hanged)
- Treasure Chest (TBox_Dungeon_Stone)
- Treasure Chest (TBox_Dungeon_Wood)
- Treasure Chest (TBox_Dungeon_Wood_AreaCulling)
- Treasure Chest (TBox_Field_Iron_GodTree)
- TwnObj_AncientCandlePoleRoofOff_A_01
- TwnObj_AncientReactorCoreOff_A_01
- TwnObj_AncientReactorCore_A_01
- TwnObj_ArtifactObservationPostBed_A_01
- TwnObj_GateKeeperBed_A_01
- TwnObj_HeburaLodgeBed_A_01
- TwnObj_HunterHouseBed_A_01
- TwnObj_Village_KorokBed_A_01
- TwnObj_Village_SakuradaBed_A_01
- TwnObj_Village_ZoraFacilityBed_A_01
- Warm Doublet (Mannequin_009_Upper)
Random revival (RevivalRandom)
Objects under the RevivalRandom policy will be revived at random times independently of blood moons. This is used for most materials (fruits, rocks, etc.)
Revival flags for objects under this policy have their GameDataMgr set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.
- Acorn (Item_Fruit_K)
- Amber (Item_Ore_F)
- Apple (Item_Fruit_A)
- Armoranth (Item_PlantGet_H)
- Armoranth (Item_Plant_H)
- Armored Carp (Animal_Fish_H)
- Armored Carp (Item_FishGet_H)
- Armored Porgy (Animal_Fish_G)
- Armored Porgy (Item_FishGet_G)
- Baked Apple (Item_Roast_03)
- Baked Fortified Pumpkin (Item_Roast_15)
- Baked Palm Fruit (Item_Roast_10)
- Big Hearty Radish (Item_PlantGet_C)
- Big Hearty Radish (Item_Plant_C)
- Big Hearty Truffle (Item_Mushroom_N)
- Bird Egg (Item_Material_04)
- Blackened Crab (Item_RoastFish_15)
- Bladed Rhino Beetle (Animal_Insect_G)
- Blue Nightshade (Item_PlantGet_I)
- Blue Nightshade (Item_Plant_I)
- Blue Sparrow (Animal_LittleBird_C)
- Blue-Winged Heron (Animal_Heron_A)
- Blueshell Escargot (Item_RoastFish_11)
- Bright-Chested Duck (Animal_WildDuck_A)
- Bright-Eyed Crab (Animal_Insect_Z)
- Bright-Eyed Crab (Item_InsectGet_Z)
- Bushy-Tailed Squirrel (Animal_Squirrel_A)
- Campfire Egg (Item_Roast_51)
- Cane Sugar (Item_Material_01)
- Charred Pepper (Item_Roast_13)
- Chickaloo Tree Nut (Item_Fruit_L)
- Chillfin Trout (Animal_Fish_C)
- Chillfin Trout (Item_FishGet_C)
- Chillshroom (Item_Mushroom_B)
- Chuchu Jelly (Item_Enemy_40)
- Cold Darner (Animal_Insect_C)
- Cold-Footed Wolf (Animal_Wolf_C)
- Common Sparrow (Animal_LittleBird_A)
- Cool Safflina (Item_PlantGet_E)
- Cool Safflina (Item_Plant_E)
- Courser Bee Honey (BeeHome)
- Diamond (Item_Ore_A)
- Dubious Food (Item_Cook_O_01)
- Eldin Ostrich (Animal_Cassowary_A)
- Electric Darner (Animal_Insect_I)
- Electric Safflina (Item_PlantGet_L)
- Electric Safflina (Item_Plant_L)
- Endura Carrot (Item_PlantGet_Q)
- Endura Carrot (Item_Plant_Q)
- Endura Shroom (Item_Mushroom_O)
- Energetic Rhino Beetle (Animal_Insect_AA)
- Fairy (Animal_Insect_F)
- Fireproof Lizard (Animal_Insect_X)
- Fleet-Lotus Seeds (Item_Fruit_E)
- Flint (Item_Ore_I)
- Fortified Pumpkin (Item_Fruit_J)
- Fragrant Mushroom Sauté (Item_Cook_P_01)
- Fresh Milk (Item_Material_05)
- Frozen Bass (Item_ChilledFish_01)
- Frozen Bird Drumstick (Item_Chilled_04)
- Frozen Bird Thigh (Item_Chilled_05)
- Frozen Carp (Item_ChilledFish_04)
- Frozen Crab (Item_ChilledFish_07)
- Frozen Hearty Bass (Item_ChilledFish_06)
- Frozen Hearty Salmon (Item_ChilledFish_02)
- Frozen Porgy (Item_ChilledFish_05)
- Frozen River Snail (Item_ChilledFish_08)
- Frozen Trout (Item_ChilledFish_03)
- Frozen Whole Bird (Item_Chilled_06)
- Fruitcake (Item_Cook_N_02)
- Goat Butter (Item_Material_06)
- Golden Sparrow (Animal_LittleBird_F)
- Goron Spice (Item_Material_02)
- Gourmet Spiced Meat Skewer (Item_Cook_P_05)
- Grassland Fox (Animal_Fox_A)
- Great-Horned Rhinoceros (Animal_Rhino_A)
- Grizzlemaw Bear (Animal_Bear_B)
- Hard-Boiled Egg (Item_Boiled_01)
- Hearty Bass (Animal_Fish_B)
- Hearty Bass (Item_FishGet_B)
- Hearty Blueshell Snail (Animal_Fish_K)
- Hearty Blueshell Snail (Item_FishGet_K)
- Hearty Durian (Item_Fruit_D)
- Hearty Lizard (Animal_Insect_M)
- Hearty Radish (Item_PlantGet_B)
- Hearty Radish (Item_Plant_B)
- Hearty Salmon (Animal_Fish_I)
- Hearty Salmon (Item_FishGet_I)
- Hearty Truffle (Item_Mushroom_F)
- Herb Sauté (Item_Cook_P_02)
- Hightail Lizard (Animal_Insect_S)
- Honeyvore Bear (Animal_Bear_A)
- Hot-Footed Frog (Animal_Insect_A)
- Hotfeather Pigeon (Animal_Ptarmigan_B)
- Hydromelon (Item_Fruit_F)
- Hylian Rice (Item_Material_03)
- Hylian Shroom (Item_Mushroom_E)
- Hyrule Bass (Animal_Fish_A)
- Hyrule Bass (Item_FishGet_A)
- Hyrule Herb (Item_PlantGet_A)
- Hyrule Herb (Item_Plant_A)
- Icy Gourmet Meat (Item_Chilled_03)
- Icy Hearty Blueshell Snail (Item_ChilledFish_09)
- Icy Meat (Item_Chilled_01)
- Icy Prime Meat (Item_Chilled_02)
- Ironshell Crab (Animal_Insect_O)
- Ironshell Crab (Item_InsectGet_O)
- Ironshroom (Item_Mushroom_M)
- Islander Hawk (Animal_Hawk_A)
- Luminous Stone (Item_Ore_G)
- Luminous Stone Deposit (Obj_Mineral_C_01)
- Maraudo Wolf (Animal_Wolf_A)
- Mighty Bananas (Item_Fruit_H)
- Mighty Carp (Animal_Fish_E)
- Mighty Carp (Item_FishGet_E)
- Mighty Porgy (Animal_Fish_F)
- Mighty Porgy (Item_FishGet_F)
- Mighty Thistle (Item_PlantGet_G)
- Mighty Thistle (Item_Plant_G)
- Molduga Fin (Item_Enemy_24)
- Monster Extract (Item_Material_08)
- Mountain Buck (Animal_Deer_A)
- Mountain Crow (Animal_Crow_A)
- Mountain Crow (Animal_Crow_Swarm)
- Mountain Doe (Animal_Doe_A)
- Mountain Goat (Animal_WildGoat_A)
- Mushroom Omelet (Item_Cook_N_04)
- Obj_FlowerPrincess_A_Demo_03
- Octo Balloon (Item_Enemy_57)
- Octo Balloon (Item_Enemy_Put_57)
- Opal (Item_Ore_E)
- Ore Deposit (Obj_MineralBury_A_01)
- Ore Deposit (Obj_Mineral_A_01)
- Palm Fruit (Item_Fruit_G)
- Pink Heron (Animal_Heron_B)
- Prime Spiced Meat Skewer (Item_Cook_P_04)
- Rainbow Pigeon (Animal_Pigeon_B)
- Rainbow Pigeon (Animal_Pigeon_B_Swarm)
- Rainbow Sparrow (Animal_LittleBird_D)
- Rare Ore Deposit (Obj_Mineral_B_01)
- Raw Bird Drumstick (Item_Meat_06)
- Raw Bird Thigh (Item_Meat_07)
- Raw Gourmet Meat (Item_Meat_11)
- Raw Meat (Item_Meat_01)
- Raw Prime Meat (Item_Meat_02)
- Raw Whole Bird (Item_Meat_12)
- Razorclaw Crab (Animal_Insect_K)
- Razorclaw Crab (Item_InsectGet_K)
- Razorshroom (Item_Mushroom_L)
- Red Chuchu Jelly (Item_Enemy_15)
- Red Sparrow (Animal_LittleBird_B)
- Red-Tusked Boar (Animal_Boar_B)
- Restless Cricket (Animal_Insect_H)
- Roasted Acorn (Item_Roast_48)
- Roasted Armoranth (Item_Roast_28)
- Roasted Bass (Item_RoastFish_01)
- Roasted Big Radish (Item_Roast_19)
- Roasted Bird Drumstick (Item_Roast_02)
- Roasted Bird Thigh (Item_Roast_41)
- Roasted Carp (Item_RoastFish_07)
- Roasted Endura Carrot (Item_Roast_50)
- Roasted Hearty Bass (Item_RoastFish_02)
- Roasted Hearty Durian (Item_Roast_09)
- Roasted Hearty Salmon (Item_RoastFish_04)
- Roasted Hydromelon (Item_Roast_12)
- Roasted Lotus Seeds (Item_Roast_16)
- Roasted Mighty Bananas (Item_Roast_11)
- Roasted Mighty Thistle (Item_Roast_27)
- Roasted Porgy (Item_RoastFish_09)
- Roasted Radish (Item_Roast_18)
- Roasted Swift Carrot (Item_Roast_24)
- Roasted Tree Nut (Item_Roast_52)
- Roasted Trout (Item_RoastFish_03)
- Roasted Voltfruit (Item_Roast_08)
- Roasted Whole Bird (Item_Roast_46)
- Roasted Wildberry (Item_Roast_07)
- Rock Salt (Item_Ore_H)
- Rock-Hard Food (Item_Cook_O_02)
- Ruby (Item_Ore_B)
- Rugged Rhino Beetle (Animal_Insect_P)
- Rushroom (Item_MushroomGet_D)
- Rushroom (Item_Mushroom_D)
- Sand Sparrow (Animal_LittleBird_E)
- Sanke Carp (Animal_Fish_Z)
- Sanke Carp (Item_FishGet_Z)
- Sapphire (Item_Ore_C)
- Seafood Paella (Item_Cook_N_01)
- Seagull (Animal_Gull_A)
- Seagull (Animal_Gull_Swarm)
- Seagull (Animal_Gull_Swarm_HeapMeasure)
- Seared Gourmet Steak (Item_Roast_45)
- Seared Prime Steak (Item_Roast_40)
- Seared Steak (Item_Roast_01)
- Silent Princess (Item_PlantGet_J)
- Silent Princess (Item_Plant_J)
- Silent Shroom (Item_Mushroom_J)
- Sizzlefin Trout (Animal_Fish_J)
- Sizzlefin Trout (Item_FishGet_J)
- Smotherwing Butterfly (Animal_Insect_AB)
- Sneaky River Escargot (Item_RoastFish_13)
- Sneaky River Snail (Animal_Fish_M)
- Sneaky River Snail (Item_FishGet_M)
- Snowcoat Fox (Animal_Fox_B)
- Spiced Meat Skewer (Item_Cook_P_03)
- Spicy Pepper (Item_Fruit_I)
- Stamella Shroom (Item_Mushroom_A)
- Staminoka Bass (Animal_Fish_L)
- Staminoka Bass (Item_FishGet_L)
- Star Fragment (Item_Ore_J)
- Stealthfin Trout (Animal_Fish_X)
- Stealthfin Trout (Item_FishGet_X)
- Summerwing Butterfly (Animal_Insect_Q)
- Sunset Firefly (Animal_Insect_E)
- Sunshroom (Item_Mushroom_C)
- Swift Carrot (Item_PlantGet_M)
- Swift Carrot (Item_Plant_M)
- Swift Violet (Item_PlantGet_O)
- Swift Violet (Item_Plant_O)
- Tabantha Moose (Animal_Elk_A)
- Tabantha Wheat (Item_Material_07)
- Thunderwing Butterfly (Animal_Insect_R)
- Tireless Frog (Animal_Insect_B)
- Toasted Big Hearty Truffle (Item_Roast_49)
- Toasted Hearty Truffle (Item_Roast_05)
- Toasty Chillshroom (Item_Roast_31)
- Toasty Endura Shroom (Item_Roast_53)
- Toasty Hylian Shroom (Item_Roast_06)
- Toasty Ironshroom (Item_Roast_38)
- Toasty Razorshroom (Item_Roast_37)
- Toasty Rushroom (Item_Roast_36)
- Toasty Silent Shroom (Item_Roast_39)
- Toasty Stamella Shroom (Item_Roast_04)
- Toasty Sunshroom (Item_Roast_32)
- Toasty Zapshroom (Item_Roast_33)
- Topaz (Item_Ore_D)
- Vegetable Omelet (Item_Cook_N_03)
- Voltfin Trout (Animal_Fish_D)
- Voltfin Trout (Item_FishGet_D)
- Voltfruit (Item_Fruit_C)
- Warm Darner (Animal_Insect_T)
- Warm Safflina (Item_PlantGet_F)
- Warm Safflina (Item_Plant_F)
- Wasteland Coyote (Animal_Wolf_B)
- Water Buffalo (Animal_Bull_A)
- White Chuchu Jelly (Item_Enemy_17)
- White Pigeon (Animal_Ptarmigan_A)
- Wildberry (Item_Fruit_B)
- Winterwing Butterfly (Animal_Insect_N)
- Wood (Obj_FireWoodBundle)
- Wood Pigeon (Animal_Pigeon_A)
- Wood Pigeon (Animal_Pigeon_Swarm)
- Woodland Boar (Animal_Boar_A)
- Yellow Chuchu Jelly (Item_Enemy_16)
- Zapshroom (Item_Mushroom_H)
RevivalRandom and RevivalRandomForDrop logic
Every 60 seconds[2], RadarMgr determines where the player is on the revival grid.
If the player is on AocField (Trial of the Sword):
- Special flags (with the reset data set to 127) are skipped.
- Any other revival flag has a 1% chance of being reset.
Otherwise:
- If the player is on MainField, special flags have a 1% chance of being reset.
- If the player is not on MainField, non-special flags also have a 1% chance of being reset.
- In any other case, flags have a 1% chance of being reset, but only if the player is not in the same map area as the object that is to be revived.
Random drop revival (RevivalRandomForDrop)
Drops of objects under the RevivalRandomForDrop policy will be revived at random times independently of blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)
Revival flags for objects under this policy have their GameDataMgr set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.
- Barrel (Barrel)
- Barrel_100enemy
- Barrel_CDungeon
- FldObj_KorokStoneLift_A_01
- Iron Box (Obj_BreakBoxIron)
- KibakoDesert_Contain_01
- KibakoJungle_Contain_01
- KibakoSeaside_Contain_01
- KibakoSnowMountain_Contain_01
- KibakoSnowMountain_Contain_100enemy
- KibakoVolcano_Contain_01
- KibakoZora_Contain_01
- Kibako_Contain_100enemy
- Obj_BreakBoxIron_100enemy
- Obj_LiftRockEldin_A_01
- Obj_LiftRockGerudo_A_01
- Obj_LiftRockWhite_100enemy
- Obj_LiftRockWhite_A_01
- Pot
- TwnObj_City_GerudoPot_A_LL_Act_02
- TwnObj_City_GerudoPot_A_M_Act_01
- TwnObj_City_GerudoPot_A_S_Act_01
- TwnObj_City_GoronPot_A_M_Act_01
- TwnObj_Village_FishingPot_A_M_Act_01
- TwnObj_Village_HatenoPot_A_L_Act_01
- TwnObj_Village_HatenoPot_A_M_Act_01
- TwnObj_Village_HatenoPot_A_S_Act_01
- TwnObj_Village_KorokPot_A_S_Act_01
- TwnObj_Village_RitoPot_A_M_Act_01
- TwnObj_Village_RitoPot_A_M_Act_02
- TwnObj_Village_RitoPot_A_S_Act_01
- TwnObj_Village_RitoPot_A_S_Act_02
- TwnObj_Village_SheikerPot_A_LL_Act_01
- TwnObj_Village_SheikerPot_A_L_Act_01
- TwnObj_Village_SheikerPot_A_M_Act_02
- TwnObj_Village_SheikerPot_A_S_Act_01
- TwnObj_Village_ZoraPot_A_M_Act_01
- Wooden Box (Kibako_Contain_01)
Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime)
Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by WorldMgr).
Revival flags for objects under this policy have their GameDataMgr set to 4.
- Blupee (Animal_RupeeRabbit_A)
- ↑ This is configured by ActorInfo.product.sbyml (itemSaleRevivalCount property).
- ↑ Time spent in menus and cutscenes does not count