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- be confused with actor tags. LinkTagAnd, LinkTagOr, LinkTagNAnd, LinkTagNOr, LinkTagXOr, LinkTagCount, LinkTagPulse, LinkTagNone are small objects that11 KB (968 words) - 10:43, 9 March 2022
- Actors are in-game objects. Link, enemies, scenery, weapons, NPCs, shrine interiors are all examples of actors. In Breath of the Wild, actors are implemented1 KB (114 words) - 21:48, 12 October 2019
- 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 left7 KB (1,159 words) - 21:16, 8 May 2023
- 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. Appears18 KB (1,220 words) - 21:38, 22 February 2023
- The ELink2 directory contains configuration files for the game's effect link (ELink) system. The Env directory contains environment files. The Event directory2 KB (225 words) - 14:48, 3 April 2019
- bgparamlist (section WolfLink)when stowed on Link's back. Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] Vec3(x=085 KB (54 words) - 12:37, 1 August 2022
- 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 section13 KB (267 words) - 14:48, 17 June 2022
- compared to Attack Up. Which modifier a weapon receives is random each time Link obtains it. Which modifiers a weapon can possibly have is specific for each25 KB (2,488 words) - 10:31, 3 February 2023
- %s/%04d.tga (?) WildHorseMgr No 0000007100E8C1F4 - WolfLinkMgr No 00000071006828A8 02A3ED90 Handles Wolf Link related tasks WorkerSupportThreadMgr Yes 0000007100DCDFB0628 bytes (38 words) - 15:11, 30 April 2021
- bdmgparam (section Player_Link)(bdmgparam) configures how much damage an actor takes in various cases. ==== Link [check] ==== ===DamageReaction [check]=== (none) !io version: 0 type: xml21 KB (579 words) - 13:10, 1 February 2023
- 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 Twilight14 KB (1,977 words) - 20:29, 21 July 2022
- 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 kill777 bytes (99 words) - 01:04, 12 January 2020
- every game tick: Player* link = ActorSystem::sInstance->getPlayer(); int balancer = eco::getCurrentAreaData( link->position.x, link->position.z, Ecosystem::sInstance991 bytes (98 words) - 23:26, 10 March 2019
- 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
- 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 QuestProduct3 KB (172 words) - 16:24, 5 September 2021
- ActorParam (section ActorLink)settings. AttClientList files are AAMP files containing information about how Link looks (pays attention to) an actor. They use the file extension .batcllist3 KB (444 words) - 18:49, 27 September 2018
- Demo102_0 Awakening demo (Link gets decanted) 目覚めデモ Start of game ~ Beginning ground ゲーム開始~始まりの大地 Demo103_0 Title Demo (Link exits the Shrine of Resurrection)40 KB (97 words) - 19:57, 2 June 2020
- Hio Subsystem Official name Yes Description Link between the game and the HostIO (development) system. Stubbed in release builds. Init function Switch241 bytes (0 words) - 08:27, 13 February 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 the4 KB (499 words) - 13:58, 12 May 2020