Amiibo 掉宝
掉落物表格
Idx | Name | Description |
---|---|---|
0 | Normal | |
1 | Normal2 | 没用到 |
2 | SmallHit | |
3 | SmallHit2 | 没用到 |
4 | BigHit | |
5 | BigHit2 | 没用到 |
6 | GreatHit | |
7 | GreatHit2 | 没用到 |
Amiibo 注册
每次使用 amiibo 时,游戏会纪录使用了哪个 amiibo [1]。
- AIDef:Action/CreateEpona 在生成伊波娜后纪录
- AIDef:AI/WolfLinkAmiibo 在生成林克狼后纪录
- AIDef:Action/ItemAmiiboSelectDropTable 在“扫描阶段”时就会纪录(请注意此时宝物还没出现)。
当游戏试图纪录 amiibo 时,会做下面这些事情
- AmiiboMgr 会检查是不是应该清空“今日使用过的 amiibo 列表”(stored in the AmiiboTouchHistory flag)[2]。
- 如果游戏开启后还没过 86400 秒(现实一天),则不做任何事。[check]
- 否则,AmiiboMgr 会计算
10000 * now.year + 100 * now.month + now.day
。如果这个数字不同于 AmiiboLastTouchDate(代表一天过去了),那么 AmiiboTouchHistory 就会被清空。
- 扫描到的 amiibo 的名字(和其他任天堂认为有必要纪录的东西)会被写进 AmiiboTouchHistory 里。这个表只会保留最新的 100 个名字。
- 如果这个 amiibo 是“新的”,那么就把它写进 AmiiboTouchHistoryTotal 这个表里。如果那个表里已经有这个 amiibo 的名字了,那就增加它对应的计数器。这个表只会保留 200 个项目。
- 最后把 AmiiboLastTouchDate 更新成今天的日期。
这两个表格 AmiiboTouchHistory 跟 AmiiboTouchHistoryTotal 用的格式是 "%s_%d_%d_%d" (amiibo UID 名字, amiibo value 1, amiibo value 2, scan count 扫描次数)
运作逻辑
有 20% 的几率出现 SmallHit。
如果这是第 0, 1, 2, 3, 或 4 次扫描这个 amiibo,游戏有 20% 的几率给你 GreatHit(姑且译作“特奖”)。如果遇到另外 80%,游戏会给你 BigHit(姑且译作“头奖”)。
如果这个 amiibo 已经连续扫 5 次还没出过特奖的话,第六次开始就会保证是特奖。
开头奖跟特奖的时候,游戏会检查玩家的进度,如果 Find_4Relic_1stClear 为真(打完一只神兽),游戏会使用 'Remain' 这个表决定掉落物。若否,游戏会检查 IsGet_PlayerStole2(拿到滑翔伞),为真则使用 'Parasail' 这个表,否则只用 'Normal' 这个表。
决定好使用哪个表格后,游戏会决定应该掉落多少东西[3]:
- GreatHit 特奖的情况:
- 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
- BigHit 头奖的情况:
- 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
开出特奖后,本 amiibo 的扫描次数会重设为 0 (0x710064AC8C).
Dropped items receive the IsAmiibo actor parameter.
特例
标有 AmiiboArmorItem 的掉落物
(属于衣服类的掉落物) 如果玩家还没拿过一整套(头、身、脚)的话,已经拿过的部分不会再出现。
Items with the Important tag
The IsGet_ flag for Important items must be false; otherwise they will not spawn.
Items with the AmiiboTreasure tag
Items with the AmiiboTreasure tag are spawned inside of a treasure chest (TBox_Field_Iron).
The chest's "SharpWeaponJudgeType" parameter is set to 2, which causes different weapon bonuses and guarantees the weapon will have at least a blue/white modifier.
Exceptions:
- bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_012 (Daruk), drop name starts with "Item_Ore_" and is not Item_Ore_A (Diamond)
- bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_013 (Revali), drop name starts with "Obj_BombArrow"
- bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_015 (Urbosa), drop name starts with "Obj_ElectricArrow"
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]).
Items that are marked as amiibo drops
Items that are marked as amiibo drops -- i.e. actors for which the "Amiibo" key exists in the "drops" dictionary in their ActorInfo.product.sbyml entry -- receive an additional DropTable actor parameter. It is set to "Amiibo" for normal drop lists and "Amiibo_After" for Parasail/Remain lists.
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).
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.
Code
Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.)
action::ItemAmiiboCreateFromDropTable::getOneDrop
This function is responsible for choosing a drop to be spawned.
https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00
action::ItemAmiiboCreateFromDropTable::doSpawn
This function is responsible for spawning a drop.
https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd
References
- ↑ 0x710064B564 on Switch 1.5.0
- ↑ 0x710064B3C8
- ↑ AIDef:Action/ItemAmiiboCreateFromDropTable
- ↑ If the corresponding IsGet flag is false