AIDef:AI/RemainsFireBattleStepSelector and Amiibo drops: Difference between pages

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imported>Leoetlino
(import AI definitions from 1.5.0)
 
imported>Leoetlino
 
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{{AIDef
{{lowercase}}
|name=RemainsFireBattleStepSelector
== Drop tables ==
|type=AI
}}
 
== Children ==
{|class="wikitable"
{|class="wikitable"
! Name !! Description
! Idx || Name !! Description
|-
| 0 || Normal ||
|-
| 1 || Normal2 || Unused.
|-
| 2 || SmallHit ||
|-
|-
| 1st ||  
| 3 || SmallHit2 || Unused.
|-
|-
| 2nd ||  
| 4 || BigHit ||
|-
|-
| 3rd ||  
| 5 || BigHit2 || Unused.
|-
|-
| Idle ||  
| 6 || GreatHit ||
|-
|-
| 7 || GreatHit2 || Unused.
|}
|}


== Derived definitions ==
== amiibo registering ==
=== 移動 (RemainsFire, 遺物チャレンジ中) ===
amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used.
{{AIDefDerived
* [[AIDef:Action/CreateEpona]] does so after Epona has been spawned.
|name=移動
* [[AIDef:AI/WolfLinkAmiibo]] does it after spawning Wolf Link.
|group_name=遺物チャレンジ中
* [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops.
|derived_from=RemainsFireBattleStepSelector
 
|aiprog=RemainsFire
Whenever an amiibo is registered:
}}
*AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>.
No overridden parameters.
**If less than 86400 seconds (1 day) have elapsed since the game was launched, don't do anything.{{check}}
=== 攻撃 (RemainsFire, 遺物チャレンジ中) ===
**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.
{{AIDefDerived
*The amiibo UID is inserted into AmiiboTouchHistory. Only the last 100 entries are kept.
|name=攻撃
*It is also inserted into AmiiboTouchHistoryTotal. Only the last 200 entries are kept.
|group_name=遺物チャレンジ中
*Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code> to update the last amiibo usage date.
|derived_from=RemainsFireBattleStepSelector
 
|aiprog=RemainsFire
== Logic ==
}}
A SmallHit will happen 20% of the time.
No overridden parameters.
 
=== 待機 (RemainsFire, 遺物チャレンジ中) ===
If the amiibo has been scanned 0, 1, 2, 3 or 4 times, you'll get a GreatHit 20% of the time. If you didn't get a GreatHit, the game will ensure you get a BigHit.
{{AIDefDerived
 
|name=待機
If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.
|group_name=遺物チャレンジ中
 
|derived_from=RemainsFireBattleStepSelector
For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.
|aiprog=RemainsFire
 
}}
The game then determines the number of drops from each table:
No overridden parameters.
* For a GreatHit:
** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for the GreatHit table
** SmallHit drops: same, but for SmallHit (if there is a SmallHit).
** Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal - GreatHit drop num
* For a BigHit:
** 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
 
== References ==
<references/>
[[Category:Internals]]
[[Category:Game mechanics]]

Revision as of 16:11, 26 October 2018

Drop tables

Idx Name Description
0 Normal
1 Normal2 Unused.
2 SmallHit
3 SmallHit2 Unused.
4 BigHit
5 BigHit2 Unused.
6 GreatHit
7 GreatHit2 Unused.

amiibo registering

amiibo are registered[1] every time an amiibo is used.

Whenever an amiibo is registered:

  • 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.
  • The amiibo UID is inserted into AmiiboTouchHistory. Only the last 100 entries are kept.
  • It is also inserted into AmiiboTouchHistoryTotal. Only the last 200 entries are kept.
  • Finally, AmiiboLastTouchDate is set to 10000 * now.year + 100 * now.month + now.day to update the last amiibo usage date.

Logic

A SmallHit will happen 20% of the time.

If the amiibo has been scanned 0, 1, 2, 3 or 4 times, you'll get a GreatHit 20% of the time. If you didn't get a GreatHit, the game will ensure you get a BigHit.

If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.

For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.

The game then determines the number of drops from each table:

  • For a GreatHit:
    • GreatHit drops: random number between RepeatNumMin and RepeatNumMax for the GreatHit table
    • SmallHit drops: same, but for SmallHit (if there is a SmallHit).
    • Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal - GreatHit drop num
  • For a BigHit:
    • 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

References

  1. 0x710064B564 on Switch 1.5.0
  2. 0x710064B3C8