Blood moon: Difference between revisions

imported>Leoetlino
imported>Leoetlino
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A panic moon causes enemies and other respawnable objects to respawn since it calls [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&params=1&entry=Demo011_0&node=Event3 Demo011_0] just like the regular blood moon code. The demo contains a call to [[AIDef:Action/EventOffWaitRevivalAction]] (OffWaitRevival), which appears to be what actually resets the revival flags.
A panic moon causes enemies and other respawnable objects to respawn since it calls [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&params=1&entry=Demo011_0&node=Event3 Demo011_0] just like the regular blood moon code. The demo contains a call to [[AIDef:Action/EventOffWaitRevivalAction]] (OffWaitRevival), which appears to be what actually resets the revival flags.


=== Inhibitors ===
=== Panic blood moon inhibitors ===
{{empty section}}
Panic blood Moons can only occur if '''all''' of the following conditions are '''false''':
* the player is in a dungeon, AocField, GameTestField, GameTestField2, or any debug or dev map
* the Fade screen is opened
* some EventMgr check returns false{{check}}
* there is an active event
* the player actor does not exist
* the player is more than 0.25 distance units away from his save position (game data flag: PlayerSavePos)


== Notes ==
== Notes ==
Anonymous user