Object respawning: Difference between revisions

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<languages/>
<translate>
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.
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.


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== Shop items ==
== Shop items ==
Shop items are revived every day at midnight, assuming the following conditions are satisfied:
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)
* 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)
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=== The revival map grid ===
=== 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).
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).


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where the player column and row values are calculated as follows:
where the player column and row values are calculated as follows:
<source lang="c++">
<source lang="c++">
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);
int col = std::clamp(((signed int)x + 5000) / 1000, 0, 9);
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== Revival during blood moons (RevivalBloodyMoon) ==
== 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.
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.


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== No automatic revival (RevivalNone) ==
== No automatic revival (RevivalNone) ==
Objects under the RevivalNone policy will not be automatically revived.
Objects under the RevivalNone policy will not be automatically revived.
{{actor list|label='''Actors under the RevivalNone policy'''|content=
{{actor list|label='''Actors under the RevivalNone policy'''|content=
* Ancient Arrow (Obj_AncientArrow_A_01)
* Ancient Arrow (Obj_AncientArrow_A_01)
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== No drop revival (RevivalNoneForDrop) ==
== No drop revival (RevivalNoneForDrop) ==
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.
Drops for objects under the RevivalNoneForDrop policy will not be revived. This is used for broken Guardians.
{{actor list|label='''Actors under the RevivalNoneForDrop policy'''|content=
{{actor list|label='''Actors under the RevivalNoneForDrop policy'''|content=
* FldObj_RuinGuardianSand_A_Dynamic
* FldObj_RuinGuardianSand_A_Dynamic
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== No revival for use flag (RevivalNoneForUsed) ==
== 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.
The use status for objects under the RevivalNoneForUsed policy will not be reset. This is notably used for terminals.
{{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content=
{{actor list|label='''Actors under the RevivalNoneForUsed policy'''|content=
* BM_Relief
* BM_Relief
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== Random revival (RevivalRandom) ==
== 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.)
Objects under the RevivalRandom policy will be revived at random times ''independently of'' blood moons. This is used for most materials (fruits, rocks, etc.)


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=== RevivalRandom and RevivalRandomForDrop logic ===
=== RevivalRandom and RevivalRandomForDrop logic ===
Every 60 seconds<ref>Time spent in menus and cutscenes does not count</ref>, [[RadarMgr]] determines where the player is on the revival grid.
Every 60 seconds<ref>Time spent in menus and cutscenes does not count</ref>, [[RadarMgr]] determines where the player is on the revival grid.


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== Random drop revival (RevivalRandomForDrop) ==
== Random drop revival (RevivalRandomForDrop) ==
Drops of objects under the RevivalRandom 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.)
Drops of objects under the RevivalRandom 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.)


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== Revival whenever the Lord of the Mountain appears (RevivalUnderGodTime) ==
== 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]]).
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]]).


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}}
}}


[[Category:Internals]]
</translate>
[[Category:Game mechanics]]
 
[[Category:Internals{{#translation:}}]]
[[Category:Game mechanics{{#translation:}}]]
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