Object respawning: Difference between revisions

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* Zapshroom (Item_Mushroom_H)
* Zapshroom (Item_Mushroom_H)
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=== RevivalRandom 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 (which is different from the regular map unit 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.
* Any other flag has 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) ==
== Random drop revival (RevivalRandomForDrop) ==
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* Wooden Box (Kibako_Contain_01)
* Wooden Box (Kibako_Contain_01)
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=== RevivalRandom 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 (which is different from the regular map unit 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.
* Any other flag has 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.


== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==
== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==

Revision as of 19:31, 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.)

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.

Actors under the RevivalRandom policy

RevivalRandom logic

Every 60 seconds[1], RadarMgr determines where the player is on the revival grid (which is different from the regular map unit 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.
  • Any other flag has 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. 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. They respawn independently of blood moons.

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).

Revival flags for objects under this policy have their GameDataMgr set to 4.

Actors under the RevivalUnderGodTime policy
  1. Time spent in menus and cutscenes does not count