# Amiibo drops

Revision as of 21:09, 25 October 2018 by imported>Leoetlino (→Logic)

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## Drop tables

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
^{[unofficial name]}^{[1]}every time an amiibo is used.- First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)
^{[2]}.- If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.
^{[check]} - AmiiboMgr then computes
`10000 * now.year + 100 * now.month + now.day`

. If the value is different from AmiiboLastTouchDate (which would mean that a day has elapsed), the AmiiboTouchHistory array is cleared.

- If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.
- AmiiboTouchHistoryTotal (which stores the last 200 used amiibos) is updated too. Exactly what happens is currently unknown.
- Finally, AmiiboLastTouchDate is set to
`10000 * now.year + 100 * now.month + now.day`

.

- First, AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)

## 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
`adjustRate * (100.0 - greatHitRate)`

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 table ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
- 0 if the table doesn't exist in the bdrop
`max(1, (dropNumRate * repeatNum) / 100.0)`

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]}

- 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.