Blood moon: Difference between revisions
→Inhibitors
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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¶ms=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¶ms=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. | ||
=== | === Panic blood moon inhibitors === | ||
{{ | 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 == |