Amiibo drops
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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
.
- First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)[2].
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
Normal | Normal2 | SmallHit | SmallHit2 | BigHit | BigHit2 | GreatHit | GreatHit2 | |
---|---|---|---|---|---|---|---|---|
GH, no BH, no SH, Normal2 != 0 | Normal - (GH+GH2)/2 | Normal2 - (GH+GH2)/2 | 0 | 0 | 0 | 0 | GH | GH2 |
GH, no BH, no SH, Normal2 = 0 | Normal - (GH+GH2) | 0 | 0 | 0 | 0 | 0 | GH | GH2 |
GH, no BH, SH, Normal2 != 0 | Normal - (GH+GH2)/2 | Normal2 - (GH+GH2)/2 | SH | SH2 | 0 | 0 | GH | GH2 |
GH, no BH, SH, Normal2 = 0 | Normal - (GH+GH2) | 0 | SH | SH2 | 0 | 0 | GH | GH2 |
No GH, BH, SH |