Object respawning: Difference between revisions
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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. | ||
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== Shop items == | == Shop items == | ||
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) | ||
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=== The revival map grid === | === 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). | 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). | ||
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where the player column and row values are calculated as follows: | where the player column and row values are calculated as follows: | ||
<source lang="c++"> | <source lang="c++"> | ||
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9); | int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9); | ||
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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 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. | ||
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== No automatic revival (RevivalNone) == | == No automatic revival (RevivalNone) == | ||
Objects under the RevivalNone policy will not be automatically revived. | Objects under the RevivalNone policy will not be automatically revived. | ||
{{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) | ||
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== No drop revival (RevivalNoneForDrop) == | == No drop revival (RevivalNoneForDrop) == | ||
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. | ||
{{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 | ||
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== No revival for use flag (RevivalNoneForUsed) == | == 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. | The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals. | ||
{{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content= | {{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content= | ||
* BM_Relief | * BM_Relief | ||
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== Random revival (RevivalRandom) == | == 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.) | Objects under the RevivalRandom policy will be revived at random times ''independently of'' blood moons. This is used for most materials (fruits, rocks, etc.) | ||
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=== RevivalRandom and RevivalRandomForDrop logic === | === RevivalRandom and RevivalRandomForDrop logic === | ||
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. | ||
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== Random drop revival (RevivalRandomForDrop) == | == Random drop revival (RevivalRandomForDrop) == | ||
Drops of objects under the RevivalRandom 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.) | Drops of objects under the RevivalRandom 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.) | ||
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== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) == | == 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]]). | 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]]). | ||
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[[Category:Internals]] | </translate> | ||
[[Category:Game mechanics]] | |||
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Revision as of 23:13, 28 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.
No automatic revival (RevivalNone)
Objects under the RevivalNone policy will not be automatically revived.
No drop revival (RevivalNoneForDrop)
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.
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.
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.
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 RevivalRandom 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.
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.
- ↑ This is configured by ActorInfo.product.sbyml (itemSaleRevivalCount property).
- ↑ Time spent in menus and cutscenes does not count