string is "TitleMenu" or (in demo mode) "2nd". The run function is extremely simple: it simply creates the TitleStage binder (with doNotShowLogo=true) when...
20 KB (2,416 words) - 16:16, 30 April 2021
The corresponding GameData flag is called IsGet_PlayerStole2. This one is simple: Link will void out as soon as he touches it. The fog is a regular map unit...
4 KB (501 words) - 13:58, 12 May 2020
The corresponding GameData flag is called IsGet_PlayerStole2. This one is simple: Link will void out as soon as he touches it. The fog is a regular map unit...
3 KB (501 words) - 15:58, 12 May 2020
wrapper over the underlying file bytes. This is the case for BYMLs and other simple resource types that don't require any additional memory allocation. Such...
10 KB (1,372 words) - 14:49, 20 March 2020
flag is set ('AnimalMaster_Appearance'). Its value is managed by a very simple state machine. If the moon type is 5 (waxing crescent) and if Link is not...
2 KB (261 words) - 17:16, 11 May 2020
flag is set ('AnimalMaster_Appearance'). Its value is managed by a very simple state machine. If the moon type is 5 (waxing crescent) and if Link is not...
2 KB (261 words) - 17:16, 11 May 2020
('AnimalMaster_Appearance'). Sa valeur est gérée par une machine à état très simple. Si le type de la Lune est 5 (premier croissant) et si Link n'est pas dans...
2 KB (271 words) - 09:32, 4 July 2022
that returns the custom data that is associated with a coordinate is very simple. It consists of determining the correct row index in the table, then iterating...
3 KB (289 words) - 01:22, 24 November 2021
whenever the AnimalMaster_Appearance flag is set. Its value is managed by a simple state machine. Note that whenever a stage is unloaded, the AnimalMaster_Appearance...
12 KB (1,056 words) - 15:37, 30 April 2021
essentially a redirect, allowing the game to play an animation by calling a simpler, shorter alias (For example, Brake runs the script Player_Link_Brake.bas)...
2 KB (259 words) - 20:33, 27 May 2022
apparently thought the glitch was serious enough to warrant a special patch. The simple and easy fix would have been to just not spawn the Calamity trigger while...
12 KB (1,754 words) - 17:17, 11 May 2020
whenever the AnimalMaster_Appearance flag is set. Its value is managed by a simple state machine. Note that whenever a stage is unloaded, the AnimalMaster_Appearance...
10 KB (1,059 words) - 20:01, 16 May 2020
apparently thought the glitch was serious enough to warrant a special patch. The simple and easy fix would have been to just not spawn the Calamity trigger while...
12 KB (1,768 words) - 09:21, 25 June 2022
AnimalMaster_Appearance est activé. Sa valeur est gérée par une machine à états simple. Notez qu'au moment où un niveau est déchargé, le flag AnimalMaster_Appearance...
12 KB (1,243 words) - 12:14, 14 June 2022
que le glitch soit suffisamment sérieux pour mériter un patch spécial. Un simple et facile correctif aurait été de ne pas faire apparaître le déclencheur...
14 KB (1,976 words) - 09:55, 25 June 2022
CreateNewActorInterval 5 CreateContinueTime 300.0 CreateBasePosNum 0 CreateActorName Kokko_Simple AfterWaitTime 60.0 IsAllowCreateNoSafeArea True IsRotateTargetDir True...
3 KB (0 words) - 18:09, 14 October 2018
Name Value StartSpecialAttackCount 4 AvoidCountActorName Kokko_Simple InWaterDepth 0.35 IsCheckFreeFall True IsCheckStuckConsiderY True IsUse...
2 KB (0 words) - 15:00, 22 October 2018
0xe65a701c hclMoveParticlesOperator 0x75c72f0f hclSimulateOperator 0x80d9769f hclSimpleMeshBoneDeformOperator 0xda737296 hclGatherAllVerticesOperator 0x7b02cd1b...
15 KB (1,244 words) - 11:15, 28 October 2021
space-wasting backups) explore and modify content files by exposing archives as simple directories edit files more easily by automatically repacking archives and...
2 KB (186 words) - 17:39, 13 August 2025
correctly. This wastes a significant amount of memory, but it is a quick and simple workaround that is perfectly fine if you only do it for a limited number...
7 KB (1,081 words) - 08:55, 1 August 2019