Amiibo drops: Difference between revisions
→Logic
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**''Parasail'' if IsGet_PlayerStole2 is set | **''Parasail'' if IsGet_PlayerStole2 is set | ||
**''Normal'' otherwise | **''Normal'' otherwise | ||
* | *Calculate the "adjust rate" | ||
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%. | **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. | **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. | **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. | ||
*Calculate the "Great Hit rate" | |||
**If the scan count is <2, use GreatHitRate1st. | |||
**If the scan count is 2, use GreatHitRate2nd. | |||
**If the 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 the scan count is >3, the great hit rate is 0%. | |||
*Determine if there is a Great Hit (RNG) | |||
*If there was no Great Hit: | |||
**If the amiibo has been scanned 4 times or more, you get a Big Hit. | |||
== References == | == References == |