Amiibo drops/zh: Difference between revisions
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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。 | 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 | 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(解放過一頭神獸),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<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref>: | |||
* | * GreatHit 特獎的情況: | ||
** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit | ** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit | ||
** SmallHit drops: same, but for SmallHit (if there is a SmallHit). | ** 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 | ** 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 | ** BigHit drops: random number between RepeatNumMin and RepeatNumMax for BigHit | ||
** SmallHit drops: same, but for SmallHit (if there is a SmallHit). | ** 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 | ** 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. | 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 [[difficulty scaling#Weapon bonuses|different weapon bonuses]],至少藍標,可以到黃標。 | |||
例外 | |||
* 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_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_013 (Revali), drop name starts with "Obj_BombArrow" | ||
* bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_015 (Urbosa), drop name starts with "Obj_ElectricArrow" | * bdrop resource is Actor/DropTable/Item_Amiibo_DropTable_015 (Urbosa), drop name starts with "Obj_ElectricArrow" | ||
==== | ==== 名字是 GameRomHorse 開頭的掉落物 ==== | ||
如果你是第一次掃描一個會掉落馬具的 amiibo(代表 IsAmiiboDrop_GameRomHorseItem 仍是假),那遊戲就一定會給你 spawn GameRomHorseSaddle_01 旅人馬鞍跟 GameRomHorseReins_01跟旅人韁繩。 | |||
如果你拿過這兩個東西了,那遊戲就不保證一定會給你了。(還是說 100% 一定不會出現?{{check}}) | |||
==== | ====標記為 amiibo drops 的掉落物==== | ||
Items that are marked as amiibo drops -- i.e. actors for which the "Amiibo" key exists in the "drops" dictionary in their [[ActorInfo]] entry -- receive an additional '''DropTable''' actor parameter. It is set to "Amiibo" for normal drop lists and "Amiibo_After" for Parasail/Remain lists. | Items that are marked as amiibo drops -- i.e. actors for which the "Amiibo" key exists in the "drops" dictionary in their [[ActorInfo]] entry -- receive an additional '''DropTable''' actor parameter. It is set to "Amiibo" for normal drop lists and "Amiibo_After" for Parasail/Remain lists. | ||
==== | ==== 古代兵裝‧箭 ==== | ||
Obj_AncientArrow_A_01 | Obj_AncientArrow_A_01 跟 Obj_AncientArrow_C_01 只有在你拿過古代兵裝‧箭之後才會出現 (if IsGet_AncientArrow is set)。 | ||
==== | ==== 神獸頭盔 (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head) ==== | ||
掃描英傑 amiibo 時,如果你解放完「任何一頭」神獸'''且'''拿到頭獎'''且'''你還沒拿過相應的神獸頭盔,<ref>If the corresponding IsGet flag is false</ref>,那遊戲 100% 會給你該頭盔。 | |||
=== | === 程式碼 === | ||
Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.) | Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.) | ||
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==== action::ItemAmiiboCreateFromDropTable::getOneDrop ==== | ==== action::ItemAmiiboCreateFromDropTable::getOneDrop ==== | ||
這個函數會選擇掉落物。 | |||
https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00 | https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00 | ||
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==== action::ItemAmiiboCreateFromDropTable::doSpawn ==== | ==== action::ItemAmiiboCreateFromDropTable::doSpawn ==== | ||
這個函數會生成掉落物。 | |||
https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd | https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd | ||
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<references/> | <references/> | ||
[[Category:Internals]] | [[Category:Internals{{#translation:}}]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics{{#translation:}}]] |
Latest revision as of 00:37, 30 May 2020
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% 的机率出现 SmallHit。
如果这是第 0, 1, 2, 3, 或 4 次扫描这个 amiibo,游戏有 20% 的机率给你 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(解放过一头神兽),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。
标有 Important 的掉落物
(标记为“重要”的掉落物)如果拿过(The IsGet_ flag 为真)就不会出现。
标有 AmiiboTreasure 的掉落物
这一类掉落物会装在宝箱 (TBox_Field_Iron) 里掉下来。
宝箱的 "SharpWeaponJudgeType" 参数是 2,这代表里面装的东西会有加成 different weapon bonuses,至少蓝标,可以到黄标。
例外
- 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"
名字是 GameRomHorse 开头的掉落物
如果你是第一次扫描一个会掉落马具的 amiibo(代表 IsAmiiboDrop_GameRomHorseItem 仍是假),那游戏就一定会给你 spawn GameRomHorseSaddle_01 旅人马鞍跟 GameRomHorseReins_01跟旅人缰绳。
如果你拿过这两个东西了,那游戏就不保证一定会给你了。(还是说 100% 一定不会出现?[check])
标记为 amiibo drops 的掉落物
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.
古代兵装‧箭
Obj_AncientArrow_A_01 跟 Obj_AncientArrow_C_01 只有在你拿过古代兵装‧箭之后才会出现 (if IsGet_AncientArrow is set)。
神兽头盔 (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head)
扫描英杰 amiibo 时,如果你解放完“任何一头”神兽且拿到头奖且你还没拿过相应的神兽头盔,[4],那游戏 100% 会给你该头盔。
程式码
Unless otherwise indicated, all member function names below are unofficial. (Only the class name is official.)
action::ItemAmiiboCreateFromDropTable::getOneDrop
这个函数会选择掉落物。
https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00
action::ItemAmiiboCreateFromDropTable::doSpawn
这个函数会生成掉落物。
https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd
References
- ↑ 0x710064B564 on Switch 1.5.0
- ↑ 0x710064B3C8
- ↑ AIDef:Action/ItemAmiiboCreateFromDropTable
- ↑ If the corresponding IsGet flag is false