Amiibo drops/zh: Difference between revisions

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(Created page with "這一類掉落物會裝在寶箱 (TBox_Field_Iron) 裡掉下來。")
(Created page with " 寶箱的 "SharpWeaponJudgeType" 參數是 2,這代表裡面裝的東西會有加成 different weapon bonuses,至少藍標,可以...")
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這一類掉落物會裝在寶箱 (TBox_Field_Iron) 裡掉下來。
這一類掉落物會裝在寶箱 (TBox_Field_Iron) 裡掉下來。


The chest's "SharpWeaponJudgeType" parameter is set to 2, which causes [[difficulty scaling#Weapon bonuses|different weapon bonuses]] and guarantees the weapon will have at least a blue/white modifier.
 
寶箱的 "SharpWeaponJudgeType" 參數是 2,這代表裡面裝的東西會有加成 [[difficulty scaling#Weapon bonuses|different weapon bonuses]],至少藍標,可以到黃標。


Exceptions:
Exceptions:

Revision as of 00:10, 27 May 2020

Other languages:

Warning: Display title "amiibo drops/zh" overrides earlier display title "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]

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 裡。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 這個表裡。如果那個表裡已經有這個 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。


標有 Important 的掉落物

(標記為「重要」的掉落物)如果拿過(The IsGet_ flag 為真)就不會出現。

標有 AmiiboTreasure 的掉落物

這一類掉落物會裝在寶箱 (TBox_Field_Iron) 裡掉下來。


寶箱的 "SharpWeaponJudgeType" 參數是 2,這代表裡面裝的東西會有加成 different weapon bonuses,至少藍標,可以到黃標。

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

  1. 0x710064B564 on Switch 1.5.0
  2. 0x710064B3C8
  3. AIDef:Action/ItemAmiiboCreateFromDropTable
  4. If the corresponding IsGet flag is false