時間

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Revision as of 18:59, 11 May 2020 by Simple (talk | contribs) (Created page with "如果 Demo103_0(走出復甦神廟,環顧四周,看向老人)還沒有播放過,那時鐘就會一直被重置在 78.75。也就是說,如果你用望遠鏡穿...")
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這個條目描述曠野之息裡的時間是如何運作的。

總結

關於時鐘

出復甦神廟後,時鐘從早上 05:15 開始流動,直到早上 11:00 停下來。啟動初始之塔後,時鐘從 11:00 開始繼續流動,並且遊戲會讓你在右下角看到時鐘。

不過呢

  • 如果林克不是用正常方法走出復甦神廟的,那時鐘就會永遠固定在早上 05:15。
  • 如果林克正常走出復甦神廟,但是沒去開初始之塔(但是不開塔居然可以拿到滑翔傘之類的),那時鐘就會固定在早上 11:00

關於定期血月

如果 WM_BloodyDay 是 true,血月會在當晚的子夜發生。沒有任何方法可以強迫遊戲把 WM_BloodyDay 設成 true,只能等。

WM_BloodyDay 設成 true 的條件是林克離開了台地,而且遊戲已經過了七天。

七天是從林克離開復甦神廟開始算的。用營火消磨時間和睡覺都不會加速這個計時器,在暫停選單裡度過的時間也不能算。除此之外,不管是在草原還是在神廟裡、神獸裡,計時器都會繼續流動。

因為睡覺並不會把計時器往前撥八小時,同時睡覺之後的載入畫面算是暫停畫面的一種,所以睡覺只會拖延你看到血月的時間。

一些細節

時鐘上的時間(小時:分鐘)是一個 [0.0, 360.0] 範圍內的福點數。0.0 代表子夜十二點,1.0 代表凌晨 00 點 04 分,依此類推,359.0 代表深夜 23 點 56 分。

遊戲開始時,時鐘會定在 78.75,換算得早上 05 點 15 分。載入之前的存檔時,時鐘會定在存檔裡的時間。

每次滴答

如果 Demo103_0(走出復甦神廟,環顧四周,看向老人)還沒有播放過,那時鐘就會一直被重置在 78.75。也就是說,如果你用望遠鏡穿牆穿出復甦神廟的話,時鐘就不會流動。

Otherwise, if there is no active event/cutscene:

  • The game timer is incremented by 0.0083333 × elapsed frames. Effectively, this means that 1 in-game minute = 1 real-life second.
  • If Link hasn't received the The Isolated Plateau quest and if the current time is >= 165.0 (11:00), the time is forcefully set to 11:00. Effectively, this means that time will not get past 11:00 until the Great Plateau Tower is activated and the Old Man cutscene is triggered.
  • If the timer reaches 360.0 (midnight), the game performs special checks. See the next section.
  • A value called the blood moon timer is also incremented by 0.0083333 × elapsed frames.

Afterwards, if the "Bloody Moon end reserve timer" is non zero, it is decremented. If the new value is zero, the WM_BloodyDay flag is cleared.

Every time the timer reaches 360.0 (midnight)

First, WM_NumberOfDays is incremented. This has an effect on the moon cycle.

If a Blood Moon is scheduled:

If Blood Moons are "prohibited" (see below for a full list of conditions), the timer is set to 2880.0 and nothing happens. Otherwise, the Blood Moon cutscene (Demo011_0) is triggered and the timer is reset to 0.0.

The game then determines whether to schedule a Blood Moon or not:

If the player has left the Great Plateau and if the Blood Moon timer is > 2520.0 (7 in-game days):

  • The WM_BloodyDay flag is set to true, which means that a Blood Moon is scheduled for the next night.
  • The Blood Moon timer is reset to 0.0.

Otherwise, the "Bloody end reserve timer" is set to 150. This ensures that WM_BloodyDay is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.

Blood Moon inhibitors

If any of the following conditions are true, the Blood Moon cutscene will not be triggered.

  • Link is not in the main overworld (e.g. in a shrine or divine beast)
  • Link is in Hyrule Castle (i.e. the Hyrule Castle 3D minimap is visible)
  • Link is fighting Dark Beast Ganon
  • The BloodyMoonProhibition flag is set: Blood moons are prohibited by an event (cutscene, minigame, etc.)
  • Vah Medoh battle
  • Vah Naboris battle
  • Vah Ruta battle
  • Some condition involving the Sky Manager

However, these do not prevent the Blood Moon timer from advancing, or the WM_BloodyDay flag from being set.

Note: Vah Rudania is missing from the list. This is normal and blood moons still cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is set during it.

Special case: passing time at a campfire or sleeping

When you pass time at a campfire or sleep, the time is instantly set to the destination time. The game never speeds up or slows down the flow of time.

If the time change causes the clock to cross midnight, the game sets a special flag that causes the Time Manager to run the "handle new day" function once, even if it's not midnight. The game also explicitly checks[1] if a Blood Moon was scheduled to happen and triggers the cutscene if needed.

Moon type

The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is (numberOfDays + x + 1) % 8[2], where x is equal to 1 if the current time is > 180.0 (noon) and % is the modulo operator.

If a moon type was set manually (for instance using AIDef:Action/EventSetMoonType), that value will be used as the moon type. It is unclear whether the game ever sets the moon type manually.

The moon schedule has nothing to do with the blood moon schedule.

Moon phases

Here are the possible values and associated phases:

  • 0: Full Moon or Blood Moon or on a Bloody Day after 04:00
  • 1: Waning gibbous
  • 2: Third quarter
  • 3: "26th-day"
  • 4: New moon
  • 5: Waxing crescent
  • 6: "Seven-day"
  • 7: "13-day"

References

  • For more technical details, read the article on the WorldMgr. Sections of that article were extracted from it and simplified here.
  1. Demo007_1
  2. 0x71010E8200 [nx-1.5.0 executable]