be confused with actor tags. LinkTagAnd, LinkTagOr, LinkTagNAnd, LinkTagNOr, LinkTagXOr, LinkTagCount, LinkTagPulse, LinkTagNone are small objects that...
11 KB (970 words) - 10:43, 9 March 2022
using horseback Bokoblins. A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight...
17 KB (2,342 words) - 13:25, 15 November 2025
Actors are in-game objects. Link, enemies, scenery, weapons, NPCs, shrine interiors are all examples of actors. In Breath of the Wild, actors are implemented...
1 KB (114 words) - 21:48, 12 October 2019
check. 2 - Unknown (believed to check if Link has any armor equipped) 5 - Unknown (believed to check if Link is carrying an object) 15 - Unknown. Appears...
20 KB (1,549 words) - 05:36, 2 September 2025
screen (animated). Update current map name based on player position (when Link is not in a dungeon). Run StageMgr and StageSelect code. If a flag is set...
20 KB (2,416 words) - 16:16, 30 April 2021
AttClientList files are AAMP files containing information about how Link looks (pays attention to) an actor. They use the file extension .batcllist. This...
286 bytes (29 words) - 20:39, 27 May 2022
Description Talk When the actor is talked to EachFrame On every frame Near When Link is close to the actor StepStart When the quest step starts (only for QuestProduct)...
3 KB (172 words) - 16:24, 5 September 2021
to look at this actor when this actor has their attention (typically, when Link or an NPC is looking at the actor) sbactorpack, bmodellist, Attention section...
13 KB (267 words) - 14:48, 17 June 2022
This page refers to the ActorLink .bxml files found in Actor/ActorLink in bactorpacks and Bootup.pack. For the other .bxml file in the game files, see...
3 KB (83 words) - 11:01, 22 February 2020
(bdmgparam) configures how much damage an actor takes in various cases. ==== Link [check] ==== ===DamageReaction [check]=== (none) !io version: 0 type: xml...
21 KB (579 words) - 13:10, 1 February 2023
this piece of code does is force Link to void out if (a) debug flags aren't set, (b) he doesn't have the paraglider, (c) Link is not within the bounds of the...
4 KB (501 words) - 13:58, 12 May 2020
this piece of code does is force Link to void out if (a) debug flags aren't set, (b) he doesn't have the paraglider, (c) Link is not within the bounds of the...
3 KB (501 words) - 15:58, 12 May 2020
The ELink2 directory contains configuration files for the game's effect link (ELink) system....
184 bytes (13 words) - 15:02, 3 April 2019
The SLink2 directory contains files relating to the game's SLink sound link system....
177 bytes (13 words) - 21:30, 3 April 2019
%s/%04d.tga (?) WildHorseMgr No 0000007100E8C1F4 - WolfLinkMgr No 00000071006828A8 02A3ED90 Handles Wolf Link related tasks WorkerSupportThreadMgr Yes 0000007100DCDFB0...
628 bytes (38 words) - 15:11, 30 April 2021
RiddenAnimalType is a parameter used in the bgparamlist for actors that Link can ride. This value is referenced when registering a mount at a stable in...
554 bytes (34 words) - 13:09, 2 August 2020
No death damage is the maximum damage that Link can take without dying even when he would normally not survive. This is used to implement one-hit kill...
777 bytes (99 words) - 01:04, 12 January 2020
calling a simpler, shorter alias (For example, Brake runs the script Player_Link_Brake.bas). Like the AddReses list, these are in numerical order, going from...
2 KB (259 words) - 20:33, 27 May 2022
note that Link does not need to pass time at a campfire after the WM_BloodyDay flag is set. The Blood Moon timer starts ticking as soon as Link has left...
8 KB (1,172 words) - 10:01, 10 May 2023
every game tick: Player* link = ActorSystem::sInstance->getPlayer(); int balancer = eco::getCurrentAreaData( link->position.x, link->position.z, Ecosystem::sInstance...
991 bytes (98 words) - 23:26, 10 March 2019