Amiibo drops: Difference between revisions
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**Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>. | **Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>. | ||
== ItemAmiiboCreateFromDropTable: | == Logic == | ||
* | [[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). | ||
* ... | *Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal). | ||
*Determine the drop table category to use. | |||
**''Remain'' if Find_4Relic_1stClear is set | |||
**''Parasail'' if IsGet_PlayerStole2 is set | |||
**''Normal'' otherwise | |||
*Determine the "adjust rate". | |||
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%. | |||
**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 the scan count >= $HitRateAdjustEnd and 0% otherwise. | |||
== References == | == References == |
Revision as of 19:55, 25 October 2018
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. (For a list of non-stub pages, see Project:Pages.) |
Drop tables
Idx | Name | Description |
---|---|---|
0 | Normal | |
1 | Normal2 | |
2 | SmallHit | |
3 | SmallHit2 | |
4 | BigHit | |
5 | BigHit2 | |
6 | GreatHit | |
7 | GreatHit2 |
Notes on AmiiboMgr
- amiibo code (AIDef:Action/CreateEpona, AIDef:Action/ItemAmiiboSelectDropTable, AIDef:AI/WolfLinkAmiibo) call AmiiboMgr::updateHistoryFlags[unofficial name][1] every time an amiibo is used.
- First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)[2].
- If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.[check]
- AmiiboMgr then computes
10000 * now.year + 100 * now.month + now.day
. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared.
- AmiiboTouchHistoryTotal (which stores the last 200 used amiibos) is updated too. Exactly what happens is currently unknown.
- Finally, AmiiboLastTouchDate is set to
10000 * now.year + 100 * now.month + now.day
.
- First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)[2].
Logic
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).
- Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal).
- Determine the drop table category to use.
- Remain if Find_4Relic_1stClear is set
- Parasail if IsGet_PlayerStole2 is set
- Normal otherwise
- Determine the "adjust rate".
- When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
- 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 the scan count >= $HitRateAdjustEnd and 0% otherwise.