ActorParam: Difference between revisions

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'''ActorParam''' is a subsystem that is responsible for loading actor archives (bactorpacks) and files. It is also the ''official'' name given to all parameter files such as ActorLink and AIProgram.
'''ActorParam''' is the ''official'' name given to all parameter files such as ActorLink and AIProgram. It is also a subsystem that is responsible for loading actor archives (bactorpacks) and those parameter files.


== Resources ==
== Resources ==

Revision as of 18:51, 18 September 2018

ActorParam is the official name given to all parameter files such as ActorLink and AIProgram. It is also a subsystem that is responsible for loading actor archives (bactorpacks) and those parameter files.

Resources

Note: sections are listed in the order pointers to resource files are stored internally.

bxml

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

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

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

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

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

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

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

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

  1. See Actor/Recipe/Obj_ElectricArrow_A_02.brecipe and related files