Amiibo drops and Template:Center: Difference between pages

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<includeonly><div class="center" style="width:auto; margin-left:auto; margin-right:auto;{{#if: {{{style|}}} | {{{style}}};}}">{{{1}}}</div>{{#if:{{{1|}}}||[[Category:Pages using center with no arguments]]}}</includeonly><noinclude>
== Drop tables ==
{{documentation}}
{|class="wikitable"
</noinclude>
! Idx || Name !! Description
|-
| 0 || Normal ||
|-
| 1 || Normal2 ||
|-
| 2 || SmallHit ||
|-
| 3 || SmallHit2 ||
|-
| 4 || BigHit ||
|-
| 5 || BigHit2 ||
|-
| 6 || GreatHit ||
|-
| 7 || GreatHit2 ||
|}
 
== 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>.
***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. 
**Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>.
 
== 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
**''Parasail'' if IsGet_PlayerStole2 is set
**''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.
**If $scanCount is 2, use GreatHitRate2nd.
**If $scanCount is 3, use GreatHitRate3rd.
**In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate.
**Otherwise, if $scanCount is >3, the great hit rate is 0%.
 
*If there was no Great Hit, determine if there should be a Big Hit (RNG)
**If $scanCount <= 3, a Big Hit is guaranteed.
**If $scanCount >= 4, a Big Hit will never happen.
 
*Determine if there should be a Small Hit (RNG)
**If $scanCount is <2, use SmallHitRate1st.
**If $scanCount is 2, use SmallHitRate2nd.
**If $scanCount is 3, use SmallHitRate3rd.
**Otherwise, if $scanCount is >3, the great hit rate is 0%.
 
*Determine the drop num rate
**If $scanCount is <2, use DropNumRate1st.
**If $scanCount is 2, use DropNumRate2nd.
**If $scanCount is 3, use DropNumRate3rd.
**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.
**0 if the table doesn't exist in the [[bdrop]]
**<code>max(1, (dropNumRate * repeatNum) / 100.0)</code> otherwise
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
 
*Fix the drop nums based on the RNG results
**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}}
 
== References ==
<references/>
[[Category:Internals]]
[[Category:Game mechanics]]

Revision as of 09:09, 13 October 2015

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