ActorParam: Difference between revisions
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{{content section|target=ActorParam/Awareness|text=Awareness}} | {{content section|target=ActorParam/Awareness|text=Awareness}} | ||
=== Unknown (14) === | === Unknown (14) === | ||
Slot 14 in the ActorParam resource array appears to be unused. It might have been used for [[ActorParam/ActorCapture]]. | |||
=== Unknown (15) === | === Unknown (15) === | ||
Slot 15 in the ActorParam resource array appears to be unused. It might have been used for [[ActorParam/ActorCapture]]. | |||
=== Unknown (16) === | === Unknown (16) === | ||
Slot 16 in the ActorParam resource array appears to be unused. It might have been used for [[ActorParam/ActorCapture]]. | |||
{{content section|target=ActorParam/DropTable|text=DropTable}} | {{content section|target=ActorParam/DropTable|text=DropTable}} | ||
{{content section|target=ActorParam/ShopData|text=ShopData}} | {{content section|target=ActorParam/ShopData|text=ShopData}} |
Revision as of 13:43, 15 September 2018
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. (For a list of non-stub pages, see Project:Pages.) |
ActorParam is a subsystem that is responsible for loading actor archives (bactorpacks) and files.
Note: sections are listed in the order pointers to resource files are stored internally.
Resources
bxml
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
The .bxml file in Actor/ActorLink is the first parameter file loaded by the game when it loads an actor, and its filename is always the actor's name. It defines the names of the other parameter files used by the actor, as well as the name of the actor (in Japanese) and its tags.
ModelList
baslist
baslist files are AAMP files containing information about an actor's animations. The name baslist stands for Binary Animation Sequence List. There can be only one baslist file per actor.
AIProgram
bgparamlist
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
GeneralParamList (bgparamlist) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.
Physics
Chemical
actorParam/AttClientList
AttClientList files are AAMP files containing information about how Link looks (pays attention to) an actor. They use the file extension .batcllist. This stands for Binary Attention Client List.
AISchedule
AISchedule configures actions based on time and other conditions for an actor, as well as the AI states or events that it can trigger.
EventFlow
bdmgparam
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
DamageParam (bdmgparam) configures how much damage an actor takes in various cases.
RagdollConfigList
RagdollBlendWeight
Awareness
Unknown (14)
Slot 14 in the ActorParam resource array appears to be unused. It might have been used for ActorParam/ActorCapture.
Unknown (15)
Slot 15 in the ActorParam resource array appears to be unused. It might have been used for ActorParam/ActorCapture.
Unknown (16)
Slot 16 in the ActorParam resource array appears to be unused. It might have been used for ActorParam/ActorCapture.
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.
bshop
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
ShopData (bshop) configures what items can be sold by NPCs, stock numbers and prices.
brecipe
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
Recipe (brecipe) configures item crafting. (It has nothing to do with cooking recipes.) Recipes are used for armor upgrades, ancient weapons that can be bought[check] and for making elemental arrows, the latter of which is a scrapped idea[1].
LOD
BoneControl
blifecondition
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
LifeCondition (blifecondition) contains spawn and despawn conditions for actors.
bumii
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
UMii (bumii) files configure the physical traits of a NPC.
AnimationInfo
bas
bas files each represent an animation that can be called by an actor or cutscene. They contain a reference to an animation name, but not the animation file itself. They can be found at Actor/AS/{EventName}/{AnimationSequenceName}.bas in beventpacks and TitleBG.pack/Actor/AS, and Actor/AS/{AnimationSequenceName}.bas in bactorpacks.
AttClient
RagdollConfig
- ↑ See Actor/Recipe/Obj_ElectricArrow_A_02.brecipe and related files