Escape Ganon glitch/zh: Difference between revisions

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Created page with "=== 血月 ==="
(Created page with "=== 載入畫面後的詭異動畫 ===")
(Created page with "=== 血月 ===")
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[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&params=1&entry=Demo025_0 Demo025_0] (which is played every time Link is spawned in the main world) checks the ''IsPlayed_Demo146_0'' flag. If it is set, the player's ''Demo_AccelerateHorse'' action is called. This explains why Link does a strange looking animation whenever the player loads a save that was made after escaping Ganon.
[https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo025_0.json&params=1&entry=Demo025_0 Demo025_0] (which is played every time Link is spawned in the main world) checks the ''IsPlayed_Demo146_0'' flag. If it is set, the player's ''Demo_AccelerateHorse'' action is called. This explains why Link does a strange looking animation whenever the player loads a save that was made after escaping Ganon.


=== Blood moons ===
=== 血月 ===


As explained in the article on BotW's [[Time]] system and [[WorldMgr]], ''LastBossGanonBeastGenerateFlag'' prevents the [[blood moon]] cutscene from being triggered at midnight. However, the blood moon timer still advances and blood moons are still scheduled as usual, which is why malice particles still appear before abruptly disappearing.
As explained in the article on BotW's [[Time]] system and [[WorldMgr]], ''LastBossGanonBeastGenerateFlag'' prevents the [[blood moon]] cutscene from being triggered at midnight. However, the blood moon timer still advances and blood moons are still scheduled as usual, which is why malice particles still appear before abruptly disappearing.
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