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  • Lord of the Mountain/en (category Game mechanics/en)
    otherwise the game goes back to step 1. One hour after the appearance hour, the current day of the week is stored. The LotM disappears after two in-game week-day
    2 KB (264 words) - 17:16, 11 May 2020
  • Time/en (category Game mechanics/en) (section Every game tick)
    When the game starts, time is set to 78.75 (05:15) and the Bloody Moon end reserve timer is set to 0. If you have an existing save file, the game timer is
    6 KB (1,044 words) - 17:04, 11 May 2020
  • Escape Ganon glitch/en (category Game mechanics/en)
    leaves the game in a strange state with many weird side effects. To make things even more confusing, the exact effects differ depending on the game version
    12 KB (1,759 words) - 17:17, 11 May 2020
  • Difficulty scaling/en (category Game mechanics/en)
    scaling. There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow)
    16 KB (1,933 words) - 19:58, 12 May 2020
  • Shield durability/en (category Game mechanics/en)
    Other languages: English Shields lose durability points every time an attack is blocked and during shield surfing. The logic is as follows: float damageRatio
    3 KB (397 words) - 03:41, 30 May 2020
  • The Great Plateau barrier/en (category Game mechanics/en)
    glitching past it is impossible barring major bugs that would likely leave the game broken and unplayable. Given that events can be delayed and that the actual
    3 KB (502 words) - 15:58, 12 May 2020
  • GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise. The game then determines
    6 KB (759 words) - 12:05, 28 May 2020
  • Object respawning/en (category Game mechanics/en)
    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"
    33 KB (4,811 words) - 23:14, 28 May 2020
  • Temps (category Game mechanics/fr)
    provoquer une lune de sang. C'est en fait tout le contraire, car le timer n'avance pas pendant les cinématiques. En interne, l'heure du jour est stockée
    7 KB (1,145 words) - 17:04, 11 May 2020
  • Nivellement de la difficulté (category Game mechanics/fr)
    apparaissent en bleu ou en blanc dans l'IU du jeu) and un autre pour ceux de meilleur niveau (jaune). Ceux qui appartiennent au rang jaune sont en général supérieurs
    19 KB (2,223 words) - 12:57, 14 June 2022
  • dernières entrées sont gardées). Sinon, le compteur de scans est incrémenté en mettant à jour l'entrée existante. Enfin, AmiiboLastTouchDate est mis à la
    7 KB (866 words) - 13:34, 14 June 2022
  • Glitch de fuite du combat contre Ganon (category Game mechanics/fr)
    IsPlayed_Demo145_0 en plus de FirstInHyruleCastleBossRoom? C'est parce que Nintendo a changé la façon dont sont gérées les données de sauvegarde dans la 1.2.0, en essayant
    14 KB (1,982 words) - 09:55, 25 June 2022
  • Réapparition des objets (category Game mechanics/fr)
    monde ou non. Les objets des boutiques sont régénérés chaque jour à minuit, en supposant que les conditions suivantes soient remplies : le joueur n'est dans
    33 KB (4,833 words) - 09:25, 19 April 2023