Amiibo drops: Difference between revisions

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== Drop tables ==
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{{lowercase}}
 
== Drop tables == <!--T:2-->
 
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{|class="wikitable"
{|class="wikitable"
! Idx || Name !! Description
! Idx || Name !! Description
Line 6: Line 13:
| 0 || Normal ||
| 0 || Normal ||
|-
|-
| 1 || Normal2 ||
| 1 || Normal2 || Unused.
|-
|-
| 2 || SmallHit ||
| 2 || SmallHit ||
|-
|-
| 3 || SmallHit2 ||
| 3 || SmallHit2 || Unused.
|-
|-
| 4 || BigHit ||
| 4 || BigHit ||
|-
|-
| 5 || BigHit2 ||
| 5 || BigHit2 || Unused.
|-
|-
| 6 || GreatHit ||
| 6 || GreatHit ||
|-
|-
| 7 || GreatHit2 ||
| 7 || GreatHit2 || Unused.
|}
|}


== Notes on AmiiboMgr ==
== amiibo registering == <!--T:4-->
*amiibo code ([[AIDef:Action/CreateEpona]], [[AIDef:Action/ItemAmiiboSelectDropTable]], [[AIDef:AI/WolfLinkAmiibo]]) call [[AmiiboMgr]]::updateHistoryFlags{{un}}<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used.
 
**First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>.
<!--T:5-->
***If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.{{check}}
amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used.
***AmiiboMgr then computes <code>10000 * now.year + 100 * now.month + now.day</code>. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared.
* [[AIDef:Action/CreateEpona]] does so after Epona has been spawned.
**AmiiboTouchHistoryTotal (which stores the last 200 used amiibos) is updated too. Exactly what happens is currently unknown.
* [[AIDef:AI/WolfLinkAmiibo]] does it after spawning Wolf Link.
**Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>.
* [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops.
 
<!--T:6-->
Whenever an amiibo is registered:
*AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>.
**If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.{{check}}
**AmiiboMgr then computes <code>10000 * now.year + 100 * now.month + now.day</code>. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared.
*An entry for the scanned amiibo is inserted into AmiiboTouchHistory. Only the last 100 entries are kept.
*For a first time scan, a new entry is inserted into AmiiboTouchHistoryTotal (only the last 200 entries are kept). Otherwise, the scan count is incremented by updating the existing entry.
*Finally, AmiiboLastTouchDate is set to the current date.
 
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The format for AmiiboTouchHistory and AmiiboTouchHistoryTotal entries is "%s_%d_%d_%d" (amiibo UID, amiibo value 1, amiibo value 2, scan count) 
 
== Logic == <!--T:8-->
 
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A SmallHit happens 20% of the time.
 
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If the amiibo has been scanned 0, 1, 2, 3 or 4 times, you'll get a GreatHit 20% of the time. If you didn't get a GreatHit, the game will ensure you get a BigHit.
 
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If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.
 
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For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.
 
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The game then determines the number of drops from each table<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref>:
* For a GreatHit:
** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit
** SmallHit drops: same, but for SmallHit (if there is a SmallHit).
** Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal, minus the GreatHit drop num
* For a BigHit:
** BigHit drops: random number between RepeatNumMin and RepeatNumMax for BigHit
** SmallHit drops: same, but for SmallHit (if there is a SmallHit).
** Normal drops: random number between RepeatNumMin and RepeatNumMax for the Normal table, minus the BigHit drop num
 
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After a GreatHit, the amiibo's scan count for the amiibo is reset to 0 (0x710064AC8C).
 
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Dropped items receive the '''IsAmiibo''' actor parameter.
 
=== Special cases === <!--T:16-->
 
==== Items with the AmiiboArmorItem tag ==== <!--T:17-->
 
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If the player hasn't received the complete armor set from an amiibo, armor pieces that they have already received will not be spawned.
 
==== Items with the Important tag ==== <!--T:19-->
 
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The IsGet_ flag for Important items must be false; otherwise they will not spawn.
 
==== Items with the AmiiboTreasure tag ==== <!--T:21-->
 
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Items with the AmiiboTreasure tag are spawned inside of a treasure chest (TBox_Field_Iron).
 
<!--T:23-->
The chest's "SharpWeaponJudgeType" parameter is set to 2, which causes [[difficulty scaling#Weapon bonuses|different weapon bonuses]] and guarantees the weapon will have at least a blue/white modifier.
 
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Exceptions:
* bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_012 (Daruk), drop name starts with "Item_Ore_" and is not Item_Ore_A (Diamond)
* bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_013 (Revali), drop name starts with "Obj_BombArrow"
* bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_015 (Urbosa), drop name starts with "Obj_ElectricArrow"
 
==== Items with a name that starts with GameRomHorse ==== <!--T:25-->
 
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If it is the first time you are scanning an amiibo that can drop horse equipment (if IsAmiiboDrop_GameRomHorseItem isn't set), the game will always spawn GameRomHorseSaddle_01 and GameRomHorseReins_01.
 
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If you have already received those items, they will not spawn consistently anymore (or not at all{{check}}).
 
==== Items that are marked as amiibo drops ==== <!--T:28-->
 
<!--T:29-->
Items that are marked as amiibo drops -- i.e. actors for which the "Amiibo" key exists in the "drops" dictionary in their [[ActorInfo]] entry -- receive an additional '''DropTable''' actor parameter. It is set to "Amiibo" for normal drop lists and "Amiibo_After" for Parasail/Remain lists.


== Logic ==
==== Ancient arrows ==== <!--T:30-->
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process:


*Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scan_count
<!--T:31-->
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scan_count_total
Obj_AncientArrow_A_01 and Obj_AncientArrow_C_01 can only spawn if you have already received Ancient Arrows at some point (if IsGet_AncientArrow is set).


*Determine the drop table category to use.
==== Divine Beast helms (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head) ==== <!--T:32-->
**''Remain'' if Find_4Relic_1stClear is set
**''Parasail'' if IsGet_PlayerStole2 is set
**''Normal'' otherwise


*Calculate the "adjust rate"
<!--T:33-->
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
When scanning a Champion amiibo, if you've completed any Divine Beast '''and''' received a Great Hit, '''and''' if you haven't already received the corresponding helm<ref>If the corresponding IsGet flag is false</ref>, the chest is guaranteed to contain the Divine Helm.
**This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd.
**In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $scan_count_total >= $HitRateAdjustEnd and 0% otherwise.


*Determine if there is a Great Hit (RNG)
=== Code === <!--T:34-->
**If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit.
**If $scan_count is 2, use GreatHitRate2nd.
**If $scan_count is 3, use GreatHitRate3rd.
**In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate.
**Otherwise, if $scan_count is >3, the great hit rate is 0%.


*If there was no Great Hit, determine if there is a Big Hit (RNG)
<!--T:35-->
**If $scan_count <= 3, a Big Hit is guaranteed.
Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.)
**If $scan_count >= 4, a Big Hit will never happen.
 
==== action::ItemAmiiboCreateFromDropTable::getOneDrop ==== <!--T:36-->
 
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This function is responsible for choosing a drop to be spawned.
 
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https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00
 
==== action::ItemAmiiboCreateFromDropTable::doSpawn ==== <!--T:39-->
 
<!--T:40-->
This function is responsible for spawning a drop.
 
<!--T:41-->
https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd
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== References ==
== References ==
<references/>
<references/>
[[Category:Internals]]
 
[[Category:Game mechanics]]
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[[Category:Game mechanics{{#translation:}}]]