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>.


== Logic ==
== Logic<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref> ==
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process:
A SmallHit will happen 20% of the time.


=== Step 1 - Determine drop rates and drop nums (in practice) ===
If the amiibo has been scanned 0, 1, 2, 3 or 4 times, you'll get a GreatHit 20% of the time. If you didn't get a GreatHit, the game will ensure you get a BigHit.
*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
If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.
*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 BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.
**0 if the table doesn't exist in the [[bdrop]]
**<code>max(1, repeatNum)</code> otherwise
**'''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 15:46, 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.

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[3]

A SmallHit will happen 20% of the time.

If the amiibo has been scanned 0, 1, 2, 3 or 4 times, you'll get a GreatHit 20% of the time. If you didn't get a GreatHit, the game will ensure you get a BigHit.

If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.

For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.

Final drop nums after RNG (note: negative values are set to 0)
Normal SmallHit BigHit GreatHit
GreatHit, no BigHit N - GH SH 0 GH
No GreatHit, BigHit N - BH SH BH 0

References

  1. 0x710064B564 on Switch 1.5.0
  2. 0x710064B3C8
  3. AIDef:Action/ItemAmiiboCreateFromDropTable