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| == Drop tables ==
| | {{documentation}} |
| {|class="wikitable"
| | </noinclude> |
| ! Idx || Name !! Description
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| |-
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| | 0 || Normal ||
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| |-
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| | 1 || Normal2 ||
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| |-
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| | 2 || SmallHit ||
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| |-
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| | 3 || SmallHit2 ||
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| |-
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| | 4 || BigHit ||
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| |-
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| | 5 || BigHit2 ||
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| |-
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| | 6 || GreatHit ||
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| |-
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| | 7 || GreatHit2 ||
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| |}
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| | |
| == Notes on AmiiboMgr == | |
| *amiibo code ([[AIDef:Action/CreateEpona]], [[AIDef:Action/ItemAmiiboSelectDropTable]], [[AIDef:AI/WolfLinkAmiibo]]) call [[AmiiboMgr]]::updateHistoryFlags{{un}}<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used.
| |
| **First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>.
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| ***If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.{{check}}
| |
| ***AmiiboMgr then computes <code>10000 * now.year + 100 * now.month + now.day</code>. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared.
| |
| **AmiiboTouchHistoryTotal (which stores the last 200 used amiibos) is updated too. Exactly what happens is currently unknown.
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| **Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>.
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| | |
| == Logic ==
| |
| [[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | |
| | |
| *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): $$scanCountTotal
| |
| | |
| *Determine the drop table category to use.
| |
| **''Remain'' if Find_4Relic_1stClear is set
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| **''Parasail'' if IsGet_PlayerStole2 is set
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| **''Normal'' otherwise
| |
| | |
| *Calculate the "adjust rate"
| |
| **When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
| |
| **This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd.
| |
| **In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $$scanCountTotal >= $HitRateAdjustEnd and 0% otherwise.
| |
| | |
| *Determine if there should be a Great Hit (RNG)
| |
| **If $scanCount is <2, use GreatHitRate1st as the probability of getting a Great Hit.
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| **If $scanCount is 2, use GreatHitRate2nd.
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| **If $scanCount is 3, use GreatHitRate3rd.
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| **In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate.
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| **Otherwise, if $scanCount is >3, the great hit rate is 0%.
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| | |
| *If there was no Great Hit, determine if there should be a Big Hit (RNG)
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| **If $scanCount <= 3, a Big Hit is guaranteed.
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| **If $scanCount >= 4, a Big Hit will never happen.
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| | |
| *Determine if there should be a Small Hit (RNG)
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| **If $scanCount is <2, use SmallHitRate1st.
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| **If $scanCount is 2, use SmallHitRate2nd.
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| **If $scanCount is 3, use SmallHitRate3rd.
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| **Otherwise, if $scanCount is >3, the great hit rate is 0%.
| |
| | |
| *Determine the drop num rate
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| **If $scanCount is <2, use DropNumRate1st.
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| **If $scanCount is 2, use DropNumRate2nd.
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| **If $scanCount is 3, use DropNumRate3rd.
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| **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.
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| **0 if the table doesn't exist in the [[bdrop]]
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| **<code>max(1, (dropNumRate * repeatNum) / 100.0)</code> otherwise
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| **'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
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| | |
| *Fix the drop nums based on the RNG results
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| **Tables that won't be used (for example GreatHit tables if you didn't get any Great Hit) have their drop num forced to 0.{{check}}
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| | |
| == References ==
| |
| <references/> | |
| [[Category:Internals]]
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| [[Category:Game mechanics]]
| |