Object respawning

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Many materials, weapons and enemies in Breath of the Wild respawn after a certain amount of time to prevent the world from getting too empty. The exact respawn/revival policy is specific to each actor.

GameData flags that are used to track object revival are called "revival flags". They are always loaded, whether the object exists in the world or not.

Shop items

Shop items are revived every day at midnight, assuming the following conditions are satisfied:

  • the player is in none of the areas that are associated with the shop item; alternatively the player is not on MainField (on the main map)
  • and, for items with the Arrow tag, the player has fewer than 50[1] arrows of the relevant type in their inventory

[1.3.1+] The inventory check function uses the player's real inventory data, not temporary quest inventory data. This means that warping into the Trial of the Sword or starting any other quest that temporarily clears the inventory in an attempt to trick GameDataMgr into restocking arrows no longer works.

Revival flags for shop items have their GameDataMgr set to 3.

The revival map grid

The revival map grid is used for shop items and for randomly-respawned items. It is slightly different from the regular map unit grid and features 10 columns (0..9) and 8 rows (0..7).

Given an item located in column itemCol and row itemRow, the player is considered to not be in its map area if and only if:

  • itemCol < playerCol1
  • or itemCol > playerCol2
  • or itemRow < playerRow1
  • or itemRow > playerRow2

where the player column and row values are calculated as follows:

int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);
int row = std::clamp(((signed int)z + 4000) / 1000, 0, 7);
if ( (col + 0.5) * 1000.0 + -5000.0 >= x ) {
  *col1 = col - 1;
  *col2 = col;
} else {
  *col1 = col;
  *col2 = col + 1;
}
if ( (row + 0.5) * 1000.0 + -4000.0 >= z ) {
  *row1 = row - 1;
  *row2 = row;
} else {
  *row1 = row;
  *row2 = row + 1;
}

This grid is shown on the object map. It is also possible to show the no-revival area for an object by right clicking on it.

Revival during blood moons (RevivalBloodyMoon)

This policy is used for most weapons and enemies. Every time a blood moon occurs, all associated revival flags are reset to their initial value.

Revival flags for objects under this policy have their GameDataMgr set to 1.

Actors under the RevivalBloodyMoon policy

No automatic revival (RevivalNone)

Objects under the RevivalNone policy will not be automatically revived.

Actors under the RevivalNone policy

No drop revival (RevivalNoneForDrop)

Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.

Actors under the RevivalNoneForDrop policy

No revival for use flag (RevivalNoneForUsed)

The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.

Actors under the RevivalNoneForUsed policy

Random revival (RevivalRandom)

Objects under the RevivalRandom policy will be revived at random times independently of blood moons. This is used for most materials (fruits, rocks, etc.)

Revival flags for objects under this policy have their GameDataMgr set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.

Actors under the RevivalRandom policy

RevivalRandom and RevivalRandomForDrop logic

Every 60 seconds[2], RadarMgr determines where the player is on the revival grid.

If the player is on AocField (Trial of the Sword):

  • Special flags (with the reset data set to 127) are skipped.
  • Any other revival flag has a 1% chance of being reset.

Otherwise:

  • If the player is on MainField, special flags have a 1% chance of being reset.
  • If the player is not on MainField, non-special flags also have a 1% chance of being reset.
  • In any other case, flags have a 1% chance of being reset, but only if the player is not in the same map area as the object that is to be revived.

Random drop revival (RevivalRandomForDrop)

Drops of objects under the RevivalRandomForDrop policy will be revived at random times independently of blood moons. This is used for wooden boxes and other things that contain materials (fruits, etc.)

Revival flags for objects under this policy have their GameDataMgr set to 0 and the position of the object on the main map is stored in the upper 7 bits of the initial flag value.

Actors under the RevivalRandomForDrop policy

Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime)

Objects under the RevivalUnderGodTime policy will be revived whenever the Lord of the Mountain appears (more precisely, when the AnimalMaster_Appearance flag is set by WorldMgr).

Revival flags for objects under this policy have their GameDataMgr set to 4.

Actors under the RevivalUnderGodTime policy
  1. This is configured by ActorInfo.product.sbyml (itemSaleRevivalCount property).
  2. Time spent in menus and cutscenes does not count