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::enter ==
== Logic ==
* Determine the number of times the amiibo has been scanned for the current day (AmiiboTouchHistory).
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process:
* Determine the number of times the amiibo has been scanned (AmiiboTouchHistoryTotal).
*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

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.

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

  1. 0x710064B564 on Switch 1.5.0
  2. 0x710064B3C8