AutoPlacement event flows
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AutoPlacement event flows are used by the AutoPlacementMgr to determine whether actors should be dynamically spawned without having to hardcode special logic into the executable.
Such event flows are executed by the same event flow engine but with a different environment: only the "AutoPlacement" pseudo-actor is available for actions and queries, and subflows do not appear to be usable[check]. Actions and queries are not mapped to AI system functions as with regular event flows, but are entirely handled by the AutoPlacement code.
A single event flow can be used to handle conditions for several actors (for example, AutoPlacement_Animal handles auto placement logic for all animal actors) and may be called several times, each time with a different actor name, which the event flow can check with the #EcoAreaActorName query. An actor will only be dynamically spawned if CreateData (and NearCreate?[check]) is called.
AutoPlacement actions
CreateData
Allow the actor to spawn.
Parameter | Type | Description |
---|---|---|
MinNum | int | |
OffsetPosY | ||
RideList | ||
MaxNum | int | |
GroupRadius | ||
EquipWeaponActorCount | ||
Mimicry | bool |
NearCreate
AppearWeatherRate
EquipCategory
AutoPlacement queries
GroundNorm
GroundMat
TreeRate
PosHeight
WaterDepth
RouteDistance
GrassHeight
WaterSurface
PlayerRideHorse
Returns 1 if the player is riding a horse, and 0 otherwise.
EcoAreaActorName
Returns 1 if the specified actor name matches the name of the actor for which the event flow is being executed.
Parameter | Type | Description |
---|---|---|
ActorName | str | Actor name |
WaterSubMat
CheckGameData
Returns 1 if the specified boolean flag is true, and 0 otherwise.
Returns -1 if the GameDataMgr instance does not exist or if the Label parameter was not specified.
Parameter | Type | Description |
---|---|---|
Label | str | GameData boolean flag name |
CheckPouchItemCount
CheckPouchItemCountFromActor
TimeType
Returns the WorldMgr's current time division. Analogous to AIDef:Query/CheckTimeType.