Shown below are
Initialize 1 Weapon 1 Shield 1 Apple 1 Slate 1 Glider Save Equip Shield Save Break 4 Slots Unequip Shield Reload
Changes:
Our initial state consists of a Weapon, an Equipped Shield, an Apple, a Paraglider, and the Sheikah Slate. We then
The steps within the reload process are:
In this example, the equipped Shield is in Slot 3. Its durability is to be transferred to the Game Data in Slot 3 (an Apple).
Durability for Weapons, Bows, and Shield are stored at 100 times the stated durability to allow for fractional durability. A Shield of 10 stores its durability as 1000.
The Shield's stored Durability is transferred to the Apples stored durability. However, items like Apples do not have a durability, but store the Item Count at the same location. As such, the Shield's stored Durability of 1000 is copied to the Apple's Count. Apple like Items have a maximum limit of 999 so the value of 1000 is reduced to 999. The image above is the same as the result from a Reload.
Initialize 1 Weapon 1 Shield 1 Apple 1 Slate 1 Glider Save Equip Shield Save Break 4 Slots Unequip Shield Init GameData 1 Weapon 1 Shield[equip] 1 Apple 1 Slate 1 Glider # Reload (Copy Save Data to Game Data) Initialize 1 Shield 1 Apple 1 Slate 1 Glider Break 4 Slots Init GameData 1 Weapon 1 Shield[equip] 1 Apple 1 Slate 1 Glider # Reload (Clear Visible Inventory) Initialize 1 Weapon 1 Shield 1 Shield[equip] 1 Apple 1 Apple 1 Slate 1 Glider Init GameData 1 Weapon 1 Shield[equip] 1 Apple 1 Slate 1 Glider # Reload (Copy Game Data to Visible Inventory) Init GameData 1 Weapon 1 Shield[equip] 999 Apple 1 Slate 1 Glider # Reload (Copy Durability from Visible Inventory to Game Data)