baiprog
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Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
AIProgram (baiprog) can execute classes from the executable on command, and is most famously used to manage the movement and actions of all actors. Its flow of logic is vaguely similar to bas files, in that "elements" of the AIProgram can call each other by number. However, AIPrograms are much more complex, and can do much more than just deciding which animation(s) to play. Most notably, Actions and Queries in an AIProgram are accessible from the event system if added to the DemoAIActionIdx.
Indexes
Everything in an AIProgram's parameter list is addressed by an index. This includes AIs, Actions, Behaviors, and Queries. Imagine every AI, Action, Behaviour, and Query as objects in an array. Counting starts at 0, and doesn't reset at the end of any section. For example, if there are 140 AIs and you wanted to reference Action 19, its index would be 160 (140 + 19 + 1 because counting starts at [AI/Action/etc.]_0).
Parameter Objects
DemoAIActionIdx
An alphabetically ordered list of Actions and Queries that are visible to the event system. Each key matches the name of the Action / Query, and the value is its index.