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Blood Moon: Difference between revisions

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The Blood Moon also appears in certain {{Plural|TotK|Memory|link}}, where it is shown to be a direct result of Ganondorf's power. In "[[Birth of the Demon King]]" after Ganondorf steals Sonia's {{Term|TotK|Secret Stone|link}}, Gloom comes forth from his body and creates armies of monsters under the glow of an unnaturally giant Blood Moon. It is seen again when he and his army attack in "[[The Demon King's Army]]".
The Blood Moon also appears in certain {{Plural|TotK|Memory|link}}, where it is shown to be a direct result of Ganondorf's power. In "[[Birth of the Demon King]]" after Ganondorf steals Sonia's {{Term|TotK|Secret Stone|link}}, Gloom comes forth from his body and creates armies of monsters under the glow of an unnaturally giant Blood Moon. It is seen again when he and his army attack in "[[The Demon King's Army]]".


===Mechanics===
==Mechanics==
:''For an even more technical explanation of the Blood Moon mechanic, see [https://zeldamods.org ZeldaMods wiki]'s pages on the [https://zeldamods.org/wiki/Blood_moon Blood Moon], [https://zeldamods.org/wiki/Time Time] and [https://zeldamods.org/wiki/WorldMgr WorldMgr].''
:''For an even more technical explanation of the Blood Moon mechanic, see [https://zeldamods.org ZeldaMods wiki]'s pages on the [https://zeldamods.org/wiki/Blood_moon Blood Moon], [https://zeldamods.org/wiki/Time Time] and [https://zeldamods.org/wiki/WorldMgr WorldMgr].''
The function of the Blood Moon is to revive slain {{Plural|BotW|Enemy|link}} and respawn {{Plural|BotW|Weapon|link}}. Contrary to what it may seem, the Blood Moon does ''not'' act as a "world reset" mechanic ({{Plural|BotW|Material|link}} and other objects are not respawned), nor does it serve to clear the game's memory. (The statuses of slain enemies and obtained weapons are ''always'' kept in memory.) However, if certain, specific conditions are met regarding memory usage, a "Forced Blood Moon" ([[#Forced Blood Moon|see below]]) can occur to reload the game world in order to clear the game's memory. The Blood Moon is simply the game mechanic used to execute this.
The function of the Blood Moon is to revive slain {{Plural|BotW|Enemy|link}} and respawn {{Plural|BotW|Weapon|link}}. Contrary to what it may seem, the Blood Moon does ''not'' act as a "world reset" mechanic ({{Plural|BotW|Material|link}} and other objects are not respawned), nor does it serve to clear the game's memory. (The statuses of slain enemies and obtained weapons are ''always'' kept in memory.) However, if certain, specific conditions are met regarding memory usage, a "Forced Blood Moon" ([[#Forced Blood Moon|see below]]) can occur to reload the game world in order to clear the game's memory. The Blood Moon is simply the game mechanic used to execute this.


====Scheduling and prohibition====
===Scheduling and prohibition===
The Blood Moon is not dependent on in-game days such as the {{Term|BotW|Moon|link}}'s cycle nor the amount of enemies killed, but rather a running timer of real time spent in-game (not in menus or loading screens) that begins upon leaving the {{Term|BotW|Shrine of Resurrection|link}}. This timer is checked every night at midnight, and if it has reached 2 hours 48 minutes (7 days in-game), a Blood Moon is scheduled for the ''next'' midnight. This is why the Blood Moon can occur if Link passes the night using a {{Term|BotW|Bed|link}} or {{Term|BotW|Campfire|link}} on such a night; but continually doing so will not speed up the arrival of the Blood Moon if one is not scheduled– in fact, this only serves to effectively delay it since the timer does not run during cutscenes.
The Blood Moon is not dependent on in-game days such as the {{Term|BotW|Moon|link}}'s cycle nor the amount of enemies killed, but rather a running timer of real time spent in-game (not in menus or loading screens) that begins upon leaving the {{Term|BotW|Shrine of Resurrection|link}}. This timer is checked every night at midnight, and if it has reached 2 hours 48 minutes (7 days in-game), a Blood Moon is scheduled for the ''next'' midnight. This is why the Blood Moon can occur if Link passes the night using a {{Term|BotW|Bed|link}} or {{Term|BotW|Campfire|link}} on such a night; but continually doing so will not speed up the arrival of the Blood Moon if one is not scheduled– in fact, this only serves to effectively delay it since the timer does not run during cutscenes.


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* A Mini-Game is active
* A Mini-Game is active


====Effects====
===Effects===
On the night of a Blood Moon, a 45-minute "relief" period occurs from 11:30 PM to 12:15 AM. It is during this period that the [[Mijah Rokee Shrine]] for the "[[Under a Red Moon]]" quest can appear, {{Term|BotW|Hino|link}} will become incensed, and {{Term|BotW|Cooking|link}} will receive critical boosts (with the chance of a boost increasing the closer it is to midnight).
On the night of a Blood Moon, a 45-minute "relief" period occurs from 11:30 PM to 12:15 AM. It is during this period that the [[Mijah Rokee Shrine]] for the "[[Under a Red Moon]]" quest can appear, {{Term|BotW|Hino|link}} will become incensed, and {{Term|BotW|Cooking|link}} will receive critical boosts (with the chance of a boost increasing the closer it is to midnight).


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After the Blood Moon cutscene occurs, the Blood Moon timer is reset and the cycle starts over.
After the Blood Moon cutscene occurs, the Blood Moon timer is reset and the cycle starts over.


====Forced Blood Moons====
===Forced Blood Moons===
If certain conditions are met in regards to the game's memory allocation, a so-called "'''Forced Blood Moon'''" (also known as a "'''Panic Blood Moon'''", and internally referred to as having the reason <code>ForMemory</code> as opposed to <code>Schedule</code>) may be induced regardless of the usual timer and time of day. This is not influenced by killing enemies, postponing regular Blood moons, or any other player actions, nor is it a generic fallback mechanic for errors; it simply occurs because something in the current game state is causing trouble with certain subsystems for loading and handling resources.
If certain conditions are met in regards to the game's memory allocation, a so-called "'''Forced Blood Moon'''" (also known as a "'''Panic Blood Moon'''", and internally referred to as having the reason <code>ForMemory</code> as opposed to <code>Schedule</code>) may be induced regardless of the usual timer and time of day. This is not influenced by killing enemies, postponing regular Blood moons, or any other player actions, nor is it a generic fallback mechanic for errors; it simply occurs because something in the current game state is causing trouble with certain subsystems for loading and handling resources.


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