Amiibo drops: Difference between revisions
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**AmiiboMgr then computes <code>10000 * now.year + 100 * now.month + now.day</code>. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared. | **AmiiboMgr then computes <code>10000 * now.year + 100 * now.month + now.day</code>. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared. | ||
*An entry for the scanned amiibo is inserted into AmiiboTouchHistory. Only the last 100 entries are kept. | *An entry for the scanned amiibo is inserted into AmiiboTouchHistory. Only the last 100 entries are kept. | ||
*For a first time scan, a new entry is inserted into AmiiboTouchHistoryTotal (only the last 200 entries are kept). Otherwise, the scan count is incremented. | *For a first time scan, a new entry is inserted into AmiiboTouchHistoryTotal (only the last 200 entries are kept). Otherwise, the scan count is incremented by updating the existing entry. | ||
*Finally, AmiiboLastTouchDate is set to the current date. | *Finally, AmiiboLastTouchDate is set to the current date. | ||
Revision as of 14:08, 27 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.
- An entry for the scanned amiibo is inserted into AmiiboTouchHistory. Only the last 100 entries are kept.
- For a first time scan, a new entry is inserted into AmiiboTouchHistoryTotal (only the last 200 entries are kept). Otherwise, the scan count is incremented by updating the existing entry.
- Finally, AmiiboLastTouchDate is set to the current date.
The format for AmiiboTouchHistory and AmiiboTouchHistoryTotal entries is "%s_%d_%d_%d" (amiibo UID, amiibo value 1, amiibo value 2, scan count)
Logic
A SmallHit happens 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[3]:
- For a GreatHit:
- GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit
- SmallHit drops: same, but for SmallHit (if there is a SmallHit).
- Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal, minus the 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
After a GreatHit, the amiibo's scan count for the amiibo is reset to 0 (0x710064AC8C).
Special cases
Items with the AmiiboArmorItem tag
???
Items with a name that starts with GameRomHorse
If it is the first time you are scanning an amiibo that can drop horse equipment (if IsAmiiboDrop_GameRomHorseItem isn't set), the game will always spawn GameRomHorseSaddle_01 and GameRomHorseReins_01.
If you have already received those items, they will not spawn consistently anymore (or not at all[check]).
Ancient arrows
Obj_AncientArrow_A_01 and Obj_AncientArrow_C_01 can only spawn if you have already received Ancient Arrows at some point (if IsGet_AncientArrow is set).
Items with the Important tag
The IsGet_ flag for Important items must be false; otherwise they will not spawn.
Drops from Item_Amiibo_DropTable_012, Item_Amiibo_DropTable_013, Item_Amiibo_DropTable_015
???
Ore, electric/bomb arrows, GreatHit items
These are always spawned as a chest item (TBox_Field_Iron). The chest always receives the "IsAmiibo" property and "SharpWeaponJudgeType" is set to 2, which causes different weapon bonuses and guarantees the weapon will have at least a blue/white modifier.
Divine Beast helms (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head)
When scanning a Champion amiibo, if you've completed any Divine Beast and received a Great Hit, and if you haven't already received the corresponding helm[4], the chest is guaranteed to contain the Divine Helm.
References
- ↑ 0x710064B564 on Switch 1.5.0
- ↑ 0x710064B3C8
- ↑ AIDef:Action/ItemAmiiboCreateFromDropTable
- ↑ If the corresponding IsGet flag is false