Amiibo drops: Difference between revisions
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=== Step 2 - Determine the final drop nums === | === 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) | ||
! !! Normal | ! !! Normal !! SmallHit !! BigHit !! GreatHit | ||
|- | |- | ||
! | ! GreatHit, no BigHit | ||
| N - | | N - GH || SH || 0 || GH | ||
|- | |- | ||
! No | ! No GreatHit, BigHit | ||
| N - BH || SH || BH || 0 | |||
| N - | |||
|} | |} | ||
== References == | == References == |
Revision as of 15:35, 26 October 2018
Drop tables
Idx | Name | Description |
---|---|---|
0 | Normal | |
1 | Normal2 | Unused. |
2 | SmallHit | |
3 | SmallHit2 | Unused. |
4 | BigHit | |
5 | BigHit2 | Unused. |
6 | GreatHit | |
7 | GreatHit2 | Unused. |
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)
- Drop table category:
- Remain if Find_4Relic_1stClear is set
- Parasail if IsGet_PlayerStole2 is set
- Normal otherwise
- Great Hit rate: 20% if the amiibo has been scanned 0, 1, 2, 3 or 4 times 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 | SmallHit | BigHit | GreatHit | |
---|---|---|---|---|
GreatHit, no BigHit | N - GH | SH | 0 | GH |
No GreatHit, BigHit | N - BH | SH | BH | 0 |