Amiibo drops: Difference between revisions
→Logic
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== Logic == | == Logic == | ||
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | [[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) | |||
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal) | *Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scan_count | ||
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scan_count_total | |||
*Determine the drop table category to use. | *Determine the drop table category to use. | ||
**''Remain'' if Find_4Relic_1stClear is set | **''Remain'' if Find_4Relic_1stClear is set | ||
**''Parasail'' if IsGet_PlayerStole2 is set | **''Parasail'' if IsGet_PlayerStole2 is set | ||
**''Normal'' otherwise | **''Normal'' otherwise | ||
*Calculate the "adjust rate" | *Calculate the "adjust rate" | ||
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%. | **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. | **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 | **In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $scan_count_total >= $HitRateAdjustEnd and 0% otherwise. | ||
* | |||
**If | *Determine if there is a Great Hit (RNG) | ||
**If | **If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit. | ||
**If | **If $scan_count is 2, use GreatHitRate2nd. | ||
**If $scan_count is 3, use GreatHitRate3rd. | |||
**In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate. | **In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate. | ||
**Otherwise, if | **Otherwise, if $scan_count is >3, the great hit rate is 0%. | ||
* | |||
*If | *If there was no Great Hit, determine if there is a Big Hit (RNG) | ||
**If | **If $scan_count <= 3, a Big Hit is guaranteed. | ||
**If $scan_count >= 4, a Big Hit will never happen. | |||
== References == | == References == |