Amiibo 掉寶
掉落物表格
Idx | Name | Description |
---|---|---|
0 | Normal | |
1 | Normal2 | 沒用到 |
2 | SmallHit | |
3 | SmallHit2 | 沒用到 |
4 | BigHit | |
5 | BigHit2 | 沒用到 |
6 | GreatHit | |
7 | GreatHit2 | 沒用到 |
Amiibo 註冊
每次使用 amiibo 時,遊戲會紀錄使用了哪個 amiibo [1]。
- AIDef:Action/CreateEpona 在生成伊波娜後紀錄
- AIDef:AI/WolfLinkAmiibo 在生成林克狼後紀錄
- AIDef:Action/ItemAmiiboSelectDropTable 在「掃描階段」時就會紀錄(請注意此時寶物還沒出現)。
當遊戲試圖紀錄 amiibo 時,會做下面這些事情
- AmiiboMgr 會檢查是不是應該清空「今日使用過的 amiibo 列表」(stored in the AmiiboTouchHistory flag)[2]。
- 如果遊戲開啟後還沒過 86400 秒(現實一天),則不做任何事。[check]
- 否則,AmiiboMgr 會計算
10000 * now.year + 100 * now.month + now.day
。如果這個數字不同於 AmiiboLastTouchDate(代表一天過去了),那麼 AmiiboTouchHistory 就會被清空。
- 掃描到的 amiibo 的名字(和其他任天堂認為有必要紀錄的東西)會被寫進 AmiiboTouchHistory 裏。這個表只會保留最新的 100 個名字。
- 如果這個 amiibo 是「新的」,那麼就把它寫進 AmiiboTouchHistoryTotal 這個表裏。如果那個表裏已經有這個 amiibo 的名字了,那就增加它對應的計數器。這個表只會保留 200 個項目。
- 最後把 AmiiboLastTouchDate 更新成今天的日期。
這兩個表格 AmiiboTouchHistory 跟 AmiiboTouchHistoryTotal 用的格式是 "%s_%d_%d_%d" (amiibo UID 名字, amiibo value 1, amiibo value 2, scan count 掃描次數)
運作邏輯
有 20% 的機率出現 SmallHit。
如果這是第 0, 1, 2, 3, 或 4 次掃描這個 amiibo,遊戲有 20% 的機率給你 GreatHit(姑且譯作「特獎」)。如果遇到另外 80%,遊戲會給你 BigHit(姑且譯作「頭獎」)。
如果這個 amiibo 已經連續掃 5 次還沒出過特獎的話,第六次開始就會保證是特獎。
開頭獎跟特獎的時候,遊戲會檢查玩家的進度,如果 Find_4Relic_1stClear 為真(打完一隻神獸),遊戲會使用 'Remain' 這個表決定掉落物。若否,遊戲會檢查 IsGet_PlayerStole2(拿到滑翔傘),為真則使用 'Parasail' 這個表,否則只用 'Normal' 這個表。
決定好使用哪個表格後,遊戲會決定應該掉落多少東西[3]:
- GreatHit 特獎的情況:
- 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 頭獎的情況:
- 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
開出特獎後,本 amiibo 的掃描次數會重設為 0 (0x710064AC8C).
Dropped items receive the IsAmiibo actor parameter.
特例
標有 AmiiboArmorItem 的掉落物
(屬於衣服類的掉落物) 如果玩家還沒拿過一整套(頭、身、腳)的話,已經拿過的部分不會再出現。
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