Amiibo drops: Difference between revisions

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== Logic ==
== Logic ==
=== Drop rates and drop num ===
[[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:


=== Step 1 - Determine drop rates and drop nums (in practice) ===
*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 for the current day (using AmiiboTouchHistory): $scanCount
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scanCountTotal
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scanCountTotal


*Determine the drop table category to use.
*Drop table category:
**''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"
*Great Hit rate: 20% if $scanCountTotal < 4 and 100% otherwise
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
*Big Hit rate: 0% if there is a GreatHit, 100% otherwise
**This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd.
*Small Hit rate: 20%
**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.
*Drop num rate: 20%
 
*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 <code>adjustRate * (100.0 - greatHitRate)</code> 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 (no 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 small 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 tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
*For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
**0 if the table doesn't exist in the [[bdrop]]
**0 if the table doesn't exist in the [[bdrop]]
**<code>max(1, (dropNumRate * repeatNum) / 100.0)</code> otherwise
**<code>max(1, repeatNum)</code> otherwise
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
**'''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
=== Step 2 - Determine the final drop nums ===
{|class="wikitable"
{|class="wikitable"
|+ Final drop nums after RNG (note: negative values are set to 0)
|+ Final drop nums after RNG (note: negative values are set to 0)
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