時間

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這個條目描述曠野之息裡的時間是如何運作的。

總結

關於時鐘

出復甦神廟後,時鐘從早上 05:15 開始流動,直到早上 11:00 停下來。啟動初始之塔後,時鐘從 11:00 開始繼續流動,並且遊戲會讓你在右下角看到時鐘。

不過呢

  • 如果林克不是用正常方法走出復甦神廟的,那時鐘就會永遠固定在早上 05:15。
  • 如果林克正常走出復甦神廟,但是沒去開初始之塔(但是不開塔居然可以拿到滑翔傘之類的),那時鐘就會固定在早上 11:00

關於定期血月

如果 WM_BloodyDay 是 true,血月會在當晚的子夜發生。沒有任何方法可以強迫遊戲把 WM_BloodyDay 設成 true,只能等。

WM_BloodyDay 設成 true 的條件是林克離開了台地,而且遊戲已經過了七天。

七天是從林克離開復甦神廟開始算的。用營火消磨時間和睡覺都不會加速這個計時器,在暫停選單裡度過的時間也不能算。除此之外,不管是在草原還是在神廟裡、神獸裡,計時器都會繼續流動。

因為睡覺並不會把計時器往前撥八小時,同時睡覺之後的載入畫面算是暫停畫面的一種,所以睡覺只會拖延你看到血月的時間。

一些細節

時鐘上的時間(小時:分鐘)是一個 [0.0, 360.0] 範圍內的福點數。0.0 代表子夜十二點,1.0 代表凌晨 00 點 04 分,依此類推,359.0 代表深夜 23 點 56 分。

遊戲開始時,時鐘會定在 78.75,換算得早上 05 點 15 分。載入之前的存檔時,時鐘會定在存檔裡的時間。

每次滴答

如果過場動畫 Demo103_0(走出復甦神廟,環顧四周,看向老人)還沒有播放過,那時鐘就會一直被重置在 78.75。也就是說,如果你用望遠鏡穿牆穿出復甦神廟的話,時鐘就不會流動。

假設你看過那個過場動畫的話,

  • 時鐘往前撥 0.0083333 × 幀數。本遊戲一秒 30 幀,所以現實生活中的 24 分鐘 = 24 × 60 × 30 幀 = 時鐘往前撥 0.0083333 × 24 × 60 × 30 = 時鐘往前撥 360 = 遊戲內一天。
  • 如果林克還沒從初始之塔爬下來,而且時鐘凹過 165.0 (早上 11:00),那時鐘會被重置成 165.0。
  • 如果時鐘走到 360.0,遊戲會做一些子夜檢查,下面會講到。
  • 血月計時器 往前流動 0.0083333 × 幀數。.

之後,如果 "Bloody Moon end reserve timer" 的值非零的話(代表血月出現在正頭上),遊戲會把它減一。如果減了之後變成零,遊戲會把 WM_BloodyDay 關掉(血月出現過後不會再下個子夜出現)。

360.0 檢查(子夜檢查)

WM_NumberOfDays 加一。這個數字是用來計算月相的。

如果血月該出現了

如果血月該出現了但是被什麼東西阻止了(下面有解釋什麼會阻止血月),那血月計時器會被設在 2880.0,其他什麼事情都不會發生。如果沒有理由不出血月的話,遊戲會播放 Demo011_0 (又到了紅月出現的時刻,林克你要小心),播完之後血月計時器歸零。

那麼什麼時候算是血月該出現了呢?

簡單來說就是玩家離開了初始台地,而且血月計時器超過 2520.0 了(七個遊戲天)。

  • The WM_BloodyDay flag is set to true, which means that a Blood Moon is scheduled for the next night.
  • The Blood Moon timer is reset to 0.0.

Otherwise, the "Bloody end reserve timer" is set to 150. This ensures that WM_BloodyDay is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.

Blood Moon inhibitors

If any of the following conditions are true, the Blood Moon cutscene will not be triggered.

  • Link is not in the main overworld (e.g. in a shrine or divine beast)
  • Link is in Hyrule Castle (i.e. the Hyrule Castle 3D minimap is visible)
  • Link is fighting Dark Beast Ganon
  • The BloodyMoonProhibition flag is set: Blood moons are prohibited by an event (cutscene, minigame, etc.)
  • Vah Medoh battle
  • Vah Naboris battle
  • Vah Ruta battle
  • Some condition involving the Sky Manager

However, these do not prevent the Blood Moon timer from advancing, or the WM_BloodyDay flag from being set.

Note: Vah Rudania is missing from the list. This is normal and blood moons still cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is set during it.

Special case: passing time at a campfire or sleeping

When you pass time at a campfire or sleep, the time is instantly set to the destination time. The game never speeds up or slows down the flow of time.

If the time change causes the clock to cross midnight, the game sets a special flag that causes the Time Manager to run the "handle new day" function once, even if it's not midnight. The game also explicitly checks[1] if a Blood Moon was scheduled to happen and triggers the cutscene if needed.

Moon type

The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is (numberOfDays + x + 1) % 8[2], where x is equal to 1 if the current time is > 180.0 (noon) and % is the modulo operator.

If a moon type was set manually (for instance using AIDef:Action/EventSetMoonType), that value will be used as the moon type. It is unclear whether the game ever sets the moon type manually.

The moon schedule has nothing to do with the blood moon schedule.

Moon phases

Here are the possible values and associated phases:

  • 0: Full Moon or Blood Moon or on a Bloody Day after 04:00
  • 1: Waning gibbous
  • 2: Third quarter
  • 3: "26th-day"
  • 4: New moon
  • 5: Waxing crescent
  • 6: "Seven-day"
  • 7: "13-day"

References

  • For more technical details, read the article on the WorldMgr. Sections of that article were extracted from it and simplified here.
  1. Demo007_1
  2. 0x71010E8200 [nx-1.5.0 executable]