Yiga Clan member spawns and Draft:Content/Actor: Difference between pages

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imported>Leoetlino
 
imported>BravelyPeculiar
 
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Yiga Clan members are spawned by two different systems.
{{TOC_limit|limit=2}}
<onlyinclude>
The '''Actor''' directory contains files defining [[Actor|actors]].
</onlyinclude>
== Content/Actor ==
{{cs|target=ActorInfo.product.sbyml}}
=== Pack ===
Directory containing [[sbactorpack|actor packs]]. Actor packs are loaded from here by default.


Some are statically spawned by [[PlacementMgr]], which means that they are listed in [[map unit]]s and visible on the [https://objmap.zeldamods.org object map]. However, after Link completes enough main quests, most Yiga Clan members the player sees are actually dynamically spawned by [[AutoPlacementMgr]].
== [[TitleBG.pack]]/Actor ==
{{cs|target=Content/Actor/AS#TitleBG.pack/Actor/AS|text=AS}}
=== Pack ===
Directory containing [[sbactorpack|actor packs]]. Only actor packs that the game always keeps loaded are found here.


== Static ==
== [[Bootup.pack]]/Actor ==
=== Traveler (disguised Yigas) ===
=== [[ActorParam directories]] ===
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.
Directories containing dummy ActorParam configuration files containing default values. They are used as a fallback when loading actors. The "ActorLink" directory is not present here.
{{cs|target=AIDef_Game.product.sbyml|prefix=AIDef/}}
{{cs|target=EffectInfo.sbyml|prefix=Effect/}}
{{cs|target=Sound.sbyml|prefix=Sound/}}
{{cs|target=XLinkInfo.sbyml|prefix=XLink/}}
=== Pack ===
Contains [[GlobalParameter.sbactorpack]] and [[TipsSystemActor.sbactorpack]].


=== Near the hideout ===
[[Category:Content (BotW)]]
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:
* 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/viewer.html?data=/d/AutoPlacementNear_Enemy_Assassin_Shooter_Junior.json&params=1&entry=EntryPoint0
 
=== 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:
<blockquote><poem>
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!
</poem></blockquote>
 
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++">
// 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;
}
</source>
</div>
</div>
 
[[Category:Internals]]
[[Category:Game mechanics]]

Revision as of 13:05, 4 April 2019

The Actor directory contains files defining actors.

Content/Actor

ActorInfo.product.sbyml

This file is not listed in the game's resource size table.

ActorInfo.product.sbyml (found in the Actor directory) is a Yaz0-compressed BYML file which contains general information about all actors in the game. It is used when constructing actors, and also used to access actor data efficiently when loading the full actor pack is unnecessary (e.g. on menu screens). Therefore, in order to add new actors, or to change items' parameters on menu screens, this file must be edited.

ActorInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from ActorParam files (which can be found in the game content) and other source-only files.

Pack

Directory containing actor packs. Actor packs are loaded from here by default.

TitleBG.pack/Actor

AS

The Actor/AS directory contains bas animation reference files used by actors. The actual animations are not stored here.

Pack

Directory containing actor packs. Only actor packs that the game always keeps loaded are found here.

Bootup.pack/Actor

ActorParam directories

Directories containing dummy ActorParam configuration files containing default values. They are used as a fallback when loading actors. The "ActorLink" directory is not present here.

AIDef/AIDef_Game.product.sbyml

Effect/EffectInfo.sbyml

Sound/Sound.sbyml

XLink/XLinkInfo.sbyml

Pack

Contains GlobalParameter.sbactorpack and TipsSystemActor.sbactorpack.