Amiibo drops: Difference between revisions
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== Logic == | == Logic == | ||
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | [[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | ||
=== Step 1 - Determine drop rates and drop nums (in practice) === | |||
*Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scanCount | *Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scanCount | ||
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scanCountTotal | *Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scanCountTotal | ||
* | *Drop table category: | ||
**''Remain'' if Find_4Relic_1stClear is set | **''Remain'' if Find_4Relic_1stClear is set | ||
**''Parasail'' if IsGet_PlayerStole2 is set | **''Parasail'' if IsGet_PlayerStole2 is set | ||
**''Normal'' otherwise | **''Normal'' otherwise | ||
* | *Great Hit rate: 20% if $scanCountTotal < 4 and 100% otherwise | ||
*Big Hit rate: 0% if there is a GreatHit, 100% otherwise | |||
*Small Hit rate: 20% | |||
*Drop num rate: 20% | |||
* | |||
* | |||
* | |||
*For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num. | *For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num. | ||
**0 if the table doesn't exist in the [[bdrop]] | **0 if the table doesn't exist in the [[bdrop]] | ||
**<code>max(1, | **<code>max(1, repeatNum)</code> otherwise | ||
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name. | **'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name. | ||
=== Step 2 - Determine the final drop nums === | |||
{|class="wikitable" | {|class="wikitable" | ||
|+ Final drop nums after RNG (note: negative values are set to 0) | |+ Final drop nums after RNG (note: negative values are set to 0) |
Revision as of 10:23, 26 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 call AmiiboMgr::registerAmiibo[unofficial name][1] every time an amiibo is used.
- AIDef:Action/CreateEpona calls it after Epona has been spawned.
- AIDef:AI/WolfLinkAmiibo too, after spawning Wolf Link.
- AIDef:Action/ItemAmiiboSelectDropTable registers an amiibo as soon as it is scanned.
registerAmiibo
- 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.
- The amiibo UID is inserted into AmiiboTouchHistory. Only the last 100 entries are kept.
- It is also inserted into AmiiboTouchHistoryTotal. Only the last 200 entries are kept.
- 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:
Step 1 - Determine drop rates and drop nums (in practice)
- Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scanCount
- Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scanCountTotal
- Drop table category:
- Remain if Find_4Relic_1stClear is set
- Parasail if IsGet_PlayerStole2 is set
- Normal otherwise
- Great Hit rate: 20% if $scanCountTotal < 4 and 100% otherwise
- Big Hit rate: 0% if there is a GreatHit, 100% otherwise
- Small Hit rate: 20%
- Drop num rate: 20%
- For each drop table ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
- 0 if the table doesn't exist in the bdrop
max(1, repeatNum)
otherwise- Note: For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
Step 2 - Determine the final drop nums
Normal | Normal2 | SmallHit | SmallHit2 | BigHit | BigHit2 | GreatHit | GreatHit2 | |
---|---|---|---|---|---|---|---|---|
GH, no BH, no SH, Normal2 != 0 | N - (GH+GH2)/2 | N2 - (GH+GH2)/2 | 0 | 0 | 0 | 0 | GH | GH2 |
GH, no BH, no SH, Normal2 = 0 | N - (GH+GH2) | 0 | 0 | 0 | 0 | 0 | GH | GH2 |
GH, no BH, SH, Normal2 != 0 | N - (GH+GH2)/2 | N2 - (GH+GH2)/2 | SH | SH2 | 0 | 0 | GH | GH2 |
GH, no BH, SH, Normal2 = 0 | N - (GH+GH2) | 0 | SH | SH2 | 0 | 0 | GH | GH2 |
No GH, BH, no SH, Normal2 != 0 | N - (BH+BH2)/2 | N2 - (BH+BH2/2) | 0 | 0 | BH | BH2 | 0 | 0 |
No GH, BH, no SH, Normal2 = 0 | N - (BH+BH2) | 0 | 0 | 0 | BH | BH2 | 0 | 0 |
No GH, BH, SH, Normal2 != 0 | N - (BH+BH2)/2 | N2 - (BH+BH2/2) | SH | SH2 | BH | BH2 | 0 | 0 |
No GH, BH, SH, Normal2 = 0 | N - (BH+BH2) | 0 | SH | SH2 | BH | BH2 | 0 | 0 |
No GH, no BH, SH | N | N2 | SH | SH2 | 0 | 0 | 0 | 0 |
No GH, no BH, no SH | N | N2 | 0 | 0 | 0 | 0 | 0 | 0 |