ActorParam/Recipe: Difference between revisions

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| TableNum || int || Number of tables
| TableNum || int || Number of tables
|-
|-
| Table%02d || str64 || Name of the N-th table (indexes start at 1); usually "Normal0"
| {{AampIndexedParam|key=Table%02d|start_idx=1}} || str64 || Name of the N-th table; usually "Normal0"
|}
|}


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| ColumnNum || int || Number of columns per item (2)
| ColumnNum || int || Number of columns per item (2)
|-
|-
| ItemName%02d || str64 || Actor name of the N-th required ingredient (indexes start at 1)
| {{AampIndexedParam|key=ItemName%02d|start_idx=1}} || str64 || Actor name of the N-th required ingredient (indexes start at 1)
|-
|-
| ItemNum%02d || int || Required count for the N-th ingredient (indexes start at 1)
| {{AampIndexedParam|key=ItemNum%02d|start_idx=1}} || int || Required count for the N-th ingredient (indexes start at 1)
|}
|}



Revision as of 11:29, 15 September 2018

brecipe
Format AAMP
Version 0
Type xml
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source.

Recipe configures item crafting. (It has nothing to do with cooking recipes.) Recipes are used for armor upgrades, ancient weapons that can be bought[check] and for making elemental arrows, the latter of which is a scrapped idea[1].


Parameter objects

Header

Key Type Description
TableNum int Number of tables
Table%02d str64 Name of the N-th table; usually "Normal0"

[TableName] 

Key Type Description
ColumnNum int Number of columns per item (2)
ItemName%02d str64 Actor name of the N-th required ingredient (indexes start at 1)
ItemNum%02d int Required count for the N-th ingredient (indexes start at 1)
  1. See Actor/Recipe/Obj_ElectricArrow_A_02.brecipe and related files