Amiibo drops

Revision as of 21:09, 25 October 2018 by imported>Leoetlino (→‎Logic)

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 (AIDef:Action/CreateEpona, AIDef:Action/ItemAmiiboSelectDropTable, AIDef:AI/WolfLinkAmiibo) call AmiiboMgr::updateHistoryFlags[unofficial name][1] every time an amiibo is used.
    • 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.
    • AmiiboTouchHistoryTotal (which stores the last 200 used amiibos) is updated too. Exactly what happens is currently unknown.
    • 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:

  • 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): $$scanCountTotal
  • Determine the drop table category to use.
    • Remain if Find_4Relic_1stClear is set
    • Parasail if IsGet_PlayerStole2 is set
    • Normal otherwise
  • Calculate the "adjust rate"
    • When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
    • This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd.
    • In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $$scanCountTotal >= $HitRateAdjustEnd and 0% otherwise.
  • Determine if there should be a Great Hit (RNG)
    • If $scanCount is <2, use GreatHitRate1st as the probability of getting a Great Hit.
    • If $scanCount is 2, use GreatHitRate2nd.
    • If $scanCount is 3, use GreatHitRate3rd.
    • In these three cases, if the great hit rate is >0.0, add adjustRate * (100.0 - greatHitRate) to the great hit rate.
    • Otherwise, if $scanCount is >3, the great hit rate is 0%.
  • If there was no Great Hit, determine if there should be a Big Hit (RNG)
    • If $scanCount <= 3, a Big Hit is guaranteed.
    • If $scanCount >= 4, a Big Hit will never happen.
  • Determine if there should be a Small Hit (RNG)
    • If $scanCount is <2, use SmallHitRate1st.
    • If $scanCount is 2, use SmallHitRate2nd.
    • If $scanCount is 3, use SmallHitRate3rd.
    • Otherwise, if $scanCount is >3, the great hit rate is 0%.
  • Determine the drop num rate
    • If $scanCount is <2, use DropNumRate1st.
    • If $scanCount is 2, use DropNumRate2nd.
    • If $scanCount is 3, use DropNumRate3rd.
    • Otherwise, if $scanCount is >3, the drop num rate is 0%.
  • 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, (dropNumRate * repeatNum) / 100.0) otherwise
    • Note: For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
  • Fix the drop nums based on the RNG results
    • Tables that won't be used (for example GreatHit tables if you didn't get any Great Hit) have their drop num forced to 0.[check]

References

  1. 0x710064B564 on Switch 1.5.0
  2. 0x710064B3C8