Bdrop: Difference between revisions

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imported>Leoetlino
(→‎Table names: Normal means Normal arrows (IIRC the table name is determined by the actor's ArrowName property, which is visible in map units))
imported>Leoetlino
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|ElectricArrow
|ElectricArrow
|If enemy is using lightning arrows
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|ElectricArrow2
|ElectricArrow2

Revision as of 20:26, 1 March 2019

bdrop
Format AAMP
Version 0
Type xml
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source.

DropTable (bdrop) configures item drops for each actor.


Parameter objects

Header

Key Type Description
TableNum int Number of tables
Table%02d str64 Name of the drop table

[TableName] 

Key Type Description
ColumnNum int Number of items
RepeatNumMin int Min number of items that can be dropped (抽選回数最小)
RepeatNumMax int Max number of items that can be dropped (抽選回数最大)
ApproachType int Drop position and pose (姿勢).
  • 0: random
  • 1: use the position of the source actor
  • 2: random? [check]
OccurrenceSpeedType int Drop velocity type (発生速度).
  • 1: "small"
  • 2: "large" (see bgparamlist for the actual values)
ItemName%02d str64 Name of the actor that can be dropped
ItemProbability%02d float Drop probability (0.0 to 100.0)

Note: the sum of all ItemProbabilities should be equal to 100.0, otherwise sometimes no items will be dropped.

Table names

Table name Description
Normal If enemy is using normal arrows
Normal2 Used at same time as Normal
Normal3 ...
Normal4 ...
FireArrow If enemy is using fire arrows
FireArrow2 ...
FireArrow3 ...
FireArrow4 ...
IceArrow If enemy is using ice arrows
IceArrow2 ...
IceArrow3 ...
IceArrow4 ...
ElectricArrow If enemy is using shock arrows
ElectricArrow2 ...
ElectricArrow3 ...
ElectricArrow4 ...
BombArrow_A If enemy is using bomb arrows
BombArrow_A2 ...
BombArrow_A3 ...
BombArrow_A4 ...