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<languages/> | |||
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{{lowercase}} | {{lowercase}} | ||
== Drop tables == | |||
== Drop tables == <!--T:2--> | |||
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{|class="wikitable" | {|class="wikitable" | ||
! Idx || Name !! Description | ! Idx || Name !! Description | ||
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|} | |} | ||
== amiibo registering == | == amiibo registering == <!--T:4--> | ||
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amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used. | amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used. | ||
* [[AIDef:Action/CreateEpona]] does so after Epona has been spawned. | * [[AIDef:Action/CreateEpona]] does so after Epona has been spawned. | ||
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* [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops. | * [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops. | ||
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Whenever an amiibo is registered: | Whenever an amiibo is registered: | ||
*AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>. | *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}} | **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. | **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 < | *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 | 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. | 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. | 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. | 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). | |||
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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--> | |||
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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. | |||
==== Ancient arrows ==== <!--T:30--> | |||
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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). | |||
==== Divine Beast helms (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head) ==== <!--T:32--> | |||
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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. | |||
=== Code === <!--T:34--> | |||
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Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.) | |||
==== 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--> | |||
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This function is responsible for spawning a drop. | |||
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https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd | |||
</translate> | |||
== References == | == References == | ||
<references/> | <references/> | ||
[[Category:Internals]] | |||
[[Category:Game mechanics]] | [[Category:Internals{{#translation:}}]] | ||
[[Category:Game mechanics{{#translation:}}]] |