Amiibo drops: Difference between revisions
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*Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code> to update the last amiibo usage date. | *Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code> to update the last amiibo usage date. | ||
== Logic | == Logic == | ||
A SmallHit will happen 20% of the time. | A SmallHit will happen 20% of the time. | ||
Revision as of 16:11, 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. |
amiibo registering
amiibo are registered[1] every time an amiibo is used.
- AIDef:Action/CreateEpona does so after Epona has been spawned.
- AIDef:AI/WolfLinkAmiibo does it after spawning Wolf Link.
- AIDef:Action/ItemAmiiboSelectDropTable registers an amiibo as soon as it is scanned, even before spawning the drops.
Whenever an amiibo is registered:
- 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
to update the last amiibo usage date.
Logic
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.
The game then determines the number of drops from each table:
- For a GreatHit:
- GreatHit drops: random number between RepeatNumMin and RepeatNumMax for the GreatHit table
- SmallHit drops: same, but for SmallHit (if there is a SmallHit).
- Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal - GreatHit drop num
- For a BigHit:
- BigHit drops: random number between RepeatNumMin and RepeatNumMax for BigHit
- SmallHit drops: same, but for SmallHit (if there is a SmallHit).
- Normal drops: random number between RepeatNumMin and RepeatNumMax for the Normal table, minus the BigHit drop num