Object respawning: Difference between revisions

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(Created page with "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 pol...")
 
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== Revival during blood moons (RevivalBloodyMoon) ==
== Revival during blood moons (RevivalBloodyMoon) ==
This policy is used for most weapons and enemies. Every time a [[blood moon]] occurs, all associated revival flags (with reset type 2) 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.
 
Revival flags for objects under this policy have their [[ResetType]] set to 1.


{{actor list|label='''Actors under the RevivalBloodyMoon policy'''|content=
{{actor list|label='''Actors under the RevivalBloodyMoon policy'''|content=

Revision as of 17:58, 1 January 2019

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.

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.

Actors under the RevivalBloodyMoon policy

No automatic revival (RevivalNone)

Objects under the RevivalNone policy will not be automatically revived.

Actors under the RevivalNone policy

No drop revival (RevivalNoneForDrop)

Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.

Actors under the RevivalNoneForDrop policy

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.

Actors under the RevivalNoneForUsed policy

Random revival (RevivalRandom)

Objects under the RevivalRandom policy will be revived at random times. This is used for most materials (fruits, rocks, etc.)

Actors under the RevivalRandom policy

Random drop revival (RevivalRandomForDrop)

Drops of objects under the RevivalRandom policy will be revived at random times. This is used for wooden boxes and other things that contain materials (fruits, etc.)

Actors under the RevivalRandomForDrop policy

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).

Actors under the RevivalUnderGodTime policy