Yiga Clan member spawns: Difference between revisions

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(Created page with "Yiga Clan members are spawned by two different systems. Some are statically spawned by PlacementMgr, which means that they are listed in map units and visible on the...")
 
imported>Leoetlino
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The full set of conditions can be found here:
The full set of conditions can be found here:
* Enemy_Assassin_Middle: https://eventviewer.zeldamods.org/?data=/d/AutoPlacementNear_Enemy_Assassin_Middle.json&params=1&entry=EntryPoint0
* Enemy_Assassin_Middle: https://eventviewer.zeldamods.org/viewer.html?data=/d/AutoPlacementNear_Enemy_Assassin_Middle.json&params=1&entry=EntryPoint0
* Enemy_Assassin_Shooter_Junior: https://eventviewer.zeldamods.org/?data=/d/AutoPlacementNear_Enemy_Assassin_Shooter_Junior.json&params=1&entry=EntryPoint0
* Enemy_Assassin_Shooter_Junior: https://eventviewer.zeldamods.org/viewer.html?data=/d/AutoPlacementNear_Enemy_Assassin_Shooter_Junior.json&params=1&entry=EntryPoint0


=== Condition 3: AutoPlacementMgr ===
=== Condition 3: AutoPlacementMgr ===
This series of checks is specific to Yiga enemies and hardcoded in AutoPlacementMgr (in the [[executable]]).
This series of checks is specific to Yiga enemies and hardcoded in AutoPlacementMgr (in the [[executable]]).


'''If the Electric_Relic_GetBack flag is set''', which happens when Link gets back the Thunder Helm from the hideout and the quest log shows this message:
'''If the Electric_Relic_GetBack flag is set''', which happens when Link opens the Thunder Helm chest in the hideout and the quest log shows this message:
<blockquote><poem>
<blockquote><poem>
You retrieved the chief's heirloom from the
You retrieved the chief's heirloom from the
Line 35: Line 35:
</poem></blockquote>
</poem></blockquote>


...then Blademasters are allowed to spawn. In this case, Footsoldiers carry a random weapon:
Then:
* Blademasters are allowed to spawn, and their weapon is a Windcleaver (Weapon_Lsword_074)
* Archers are allowed to spawn, and their weapon is a Duplex Bow (Weapon_Bow_040)
* Footsoldiers now carry a Demon Carver (Weapon_Sword_073) instead of a Vicious Sickle (Weapon_Sword_053) 25% of the time.
 
'''Otherwise''', only footsoldiers are allowed to spawn dynamically, and '''only if''' [the player has talked to Impa ''or'' the Electric_Relic_AssassinFirst flag is set]. In this case, their weapon is always a Vicious Sickle.
 
Note: if Electric_Relic_GetBack is set, [[AIDef:Action/CreateAndReplaceAssassin]] will create Yiga enemy actors with the DropTable parameter set to "HighRank". This causes them to drop better items upon defeat.
 
<div class="mw-collapsible mw-collapsed">
Source: (with the code cleaned up)
<div class="mw-collapsible-content">
<source lang="c++">
<source lang="c++">
// probability: roughly 75%
// This is at 0x710073D7FC in Switch 1.5.0
if (sead::Random::getU32() / (U32_MAX+1) < 0.75)
bool yigaWeaponStuff(sead::SafeString& enemyName, sead::SafeString& weaponName, bool wantFootsoldier,
  weapon = "Weapon_Sword_073"; // Demon Carver
                    const sead::SafeString& disguisedActorName)
else
{
  weapon = "Weapon_Sword_053"; // Vicious Sickle
  const bool isFootsoldier = wantFootsoldier || enemyName == "Enemy_Assassin_Junior";
</source>
  const bool isShooterJunior = enemyName == "Enemy_Assassin_Shooter_Junior";
  weaponName = "";
 
  if ( !wantFootsoldier && isFootsoldier ) // well, this is a bug!
  {
    enemyName = "";
    return false;
  }
 
  if ( wantFootsoldier )
  {
    if ( disguisedActorName == "Npc_Assassin_001" )
      enemyName = "Enemy_Assassin_Junior_Npc_001";
    else if (disguisedActorName == "Npc_Assassin_002")
      enemyName = "Enemy_Assassin_Junior_Npc_002";
    else
      enemyName = "Enemy_Assassin_Junior";
  }


'''Otherwise''':
  // If the player has opened the Thunder Helm chest
* if Electric_Relic_AssassinFirst ''or'' Npc_Kakariko001_TalkEnd is set; '''and'''
  // (more precisely: basic signal was emitted by the chest)
* if the enemy is Enemy_Assassin_Junior, ''or'' a disguised Yiga, and in possibly more conditions{{check}}
  if ( getFlag_ElectricRelic_GetBack() )
  {
    // Footsoldier
    if (isFootsoldier)
    {
      if ( random() < 0.75 )
        weaponName = "Weapon_Sword_073"; // Demon Carver
      else
        weaponName = "Weapon_Sword_053";  // Vicious Sickle
    }
    // Archer
    else if (isShooterJunior)
    {
      weaponName = "Weapon_Bow_040";  // Duplex Bow
    }
    // Blademaster
    else
    {
      weaponName = "Weapon_Lsword_074";  // Windcleaver
    }
    return !enemyName.empty();
  }


then only Footsoldiers may be dynamically generated, and they will only wield Vicious Sickles.
  // Otherwise, if the player has NOT opened the chest:
  // Only footsoldiers are allowed to spawn dynamically
  // And *only if* [the player has talked to Impa or Electric_Relic_AssassinFirst is set]
  if (isFootsoldier && (getFlag_Npc_Kakariko001_TalkEnd() || getFlag_Electric_Relic_AssassinFirst()))
  {
    weaponName = "Weapon_Sword_053";  // Vicious Sickle
    return true;
  }


Note: if Electric_Relic_GetBack is set, [[AIDef:Action/CreateAndReplaceAssassin]] will create Yiga enemy actors with the DropTable parameter set to "HighRank".
  // In any other case, blank out the enemy name and prevent it from spawning.
  enemyName = "";
  return false;
}
</source>
</div>
</div>


[[Category:Internals]]
[[Category:Internals]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 18:32, 31 December 2018

Yiga Clan members are spawned by two different systems.

Some are statically spawned by PlacementMgr, which means that they are listed in map units and visible on the object map. However, after Link completes enough main quests, most Yiga Clan members the player sees are actually dynamically spawned by AutoPlacementMgr.

Static

Traveler (disguised Yigas)

These are linked to 'Link' tags that make them spawn if and only if the Electric_Relic_AssassinFirst flag (set when the Yiga Clan Hideout location text appears) or Npc_Kakariko001_TalkEnd (set after talking to Impa) flag is set.

Near the hideout

The five non-disguised static Yiga clan members inside and near the hideout seem to be spawned unconditionally.

Dynamic

Other Yiga Clan members are not listed on the map. This is because they are dynamically spawned by a component called the AutoPlacement Manager. Unlike PlacementMgr, AutoPlacementMgr doesn't use map units to determine which actors to spawn. The current map area the player is in and various configuration files control whether Yiga enemies spawn or not.

Condition 1: AreaData

Just like other auto-generated actors, Enemy_Assassin_Shooter_Junior or Enemy_Assassin_Middle must be listed in an area's auto-generated enemies for Yiga Clan members to be spawned by AutoPlacementMgr.

Condition 2: Event flow

Just like other auto-generated actors, the AutoPlacement event flows for Enemy_Assassin_Shooter_Junior or Enemy_Assassin_Middle must call the CreateData action for them to be spawned.

The full set of conditions can be found here:

Condition 3: AutoPlacementMgr

This series of checks is specific to Yiga enemies and hardcoded in AutoPlacementMgr (in the executable).

If the Electric_Relic_GetBack flag is set, which happens when Link opens the Thunder Helm chest in the hideout and the quest log shows this message:

You retrieved the chief's heirloom from the
thieves' leader!

It's time to head back to Gerudo Town
and return the heirloom to Riju!

Then:

  • Blademasters are allowed to spawn, and their weapon is a Windcleaver (Weapon_Lsword_074)
  • Archers are allowed to spawn, and their weapon is a Duplex Bow (Weapon_Bow_040)
  • Footsoldiers now carry a Demon Carver (Weapon_Sword_073) instead of a Vicious Sickle (Weapon_Sword_053) 25% of the time.

Otherwise, only footsoldiers are allowed to spawn dynamically, and only if [the player has talked to Impa or the Electric_Relic_AssassinFirst flag is set]. In this case, their weapon is always a Vicious Sickle.

Note: if Electric_Relic_GetBack is set, AIDef:Action/CreateAndReplaceAssassin will create Yiga enemy actors with the DropTable parameter set to "HighRank". This causes them to drop better items upon defeat.

Source: (with the code cleaned up)

// This is at 0x710073D7FC in Switch 1.5.0
bool yigaWeaponStuff(sead::SafeString& enemyName, sead::SafeString& weaponName, bool wantFootsoldier,
                     const sead::SafeString& disguisedActorName)
{
  const bool isFootsoldier = wantFootsoldier || enemyName == "Enemy_Assassin_Junior";
  const bool isShooterJunior = enemyName == "Enemy_Assassin_Shooter_Junior";
  weaponName = "";

  if ( !wantFootsoldier && isFootsoldier )  // well, this is a bug!
  {
    enemyName = "";
    return false;
  }

  if ( wantFootsoldier )
  {
    if ( disguisedActorName == "Npc_Assassin_001" )
      enemyName = "Enemy_Assassin_Junior_Npc_001";
    else if (disguisedActorName == "Npc_Assassin_002")
      enemyName = "Enemy_Assassin_Junior_Npc_002";
    else
      enemyName = "Enemy_Assassin_Junior";
  }

  // If the player has opened the Thunder Helm chest
  // (more precisely: basic signal was emitted by the chest)
  if ( getFlag_ElectricRelic_GetBack() )
  {
    // Footsoldier
    if (isFootsoldier)
    {
      if ( random() < 0.75 )
        weaponName = "Weapon_Sword_073";  // Demon Carver
      else
        weaponName = "Weapon_Sword_053";  // Vicious Sickle
    }
    // Archer
    else if (isShooterJunior)
    {
      weaponName = "Weapon_Bow_040";  // Duplex Bow
    }
    // Blademaster
    else
    {
      weaponName = "Weapon_Lsword_074";  // Windcleaver
    }
    return !enemyName.empty();
  }

  // Otherwise, if the player has NOT opened the chest:
  // Only footsoldiers are allowed to spawn dynamically
  // And *only if* [the player has talked to Impa or Electric_Relic_AssassinFirst is set]
  if (isFootsoldier && (getFlag_Npc_Kakariko001_TalkEnd() || getFlag_Electric_Relic_AssassinFirst()))
  {
    weaponName = "Weapon_Sword_053";  // Vicious Sickle
    return true;
  }

  // In any other case, blank out the enemy name and prevent it from spawning.
  enemyName = "";
  return false;
}