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Internally, time of day is stored as a float in the [0.0, 360.0] range. | Internally, time of day is stored as a float in the [0.0, 360.0] range. | ||
0.0 = midnight = 360.0; 90 ≈ morning; 180.0 = noon; and so on. | |||
=== TimeMgr::init === | === TimeMgr::init === | ||
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=== TimeMgr::reset === | === TimeMgr::reset === | ||
This is called whenever a stage is unloaded (essentially every time the loading screen is shown). | This is called whenever a stage is unloaded (essentially every time the loading screen is shown when loading a different kind of stage -- e.g. shrine → overworld, but not shrine → shrine or overworld → overworld). | ||
* Blood Moon checks are delayed. | * Blood Moon checks are delayed. | ||
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear. | * The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear. | ||
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Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2. | Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2. | ||
====State 2==== | ====State 2 - Satori Mountain is glowing==== | ||
After one hour has elapsed, the current day of the week is stored and the state is set to 3. | After one hour has elapsed, the current day of the week is stored and the state is set to 3. | ||
====State 3==== | ====State 3 - Prepare to despawn==== | ||
After two week day changes, ''or'' [after the in-game day of the week changes and the current hour is >= the generated appearance hour], the LotM will disappear and the state will be set to 4. | After two week day changes, ''or'' [after the in-game day of the week changes and the current hour is >= the generated appearance hour], the LotM will disappear and the state will be set to 4. | ||
====State 4==== | ====State 4 - Despawned==== | ||
The game waits for the moon type to be 5, before going back to state 0. | The game waits for the moon type to be 5, before going back to state 0. | ||
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[[Category:Internals]] | [[Category:Internals{{#translation:}}]] | ||
[[Category:Subsystems (BotW)]] | [[Category:Subsystems (BotW){{#translation:}}]] |