translator
745
edits
m (adding translate tags and empty lines for better splitting) |
(Marked this version for translation) |
||
Line 2: | Line 2: | ||
<translate> | <translate> | ||
<!--T:1--> | |||
{{lowercase}} | {{lowercase}} | ||
== Drop tables == | == Drop tables == <!--T:2--> | ||
<!--T:3--> | |||
{|class="wikitable" | {|class="wikitable" | ||
! Idx || Name !! Description | ! Idx || Name !! Description | ||
Line 26: | Line 28: | ||
|} | |} | ||
== amiibo registering == | == amiibo registering == <!--T:4--> | ||
<!--T:5--> | |||
amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used. | amiibo are registered<ref>0x710064B564 on Switch 1.5.0</ref> every time an amiibo is used. | ||
* [[AIDef:Action/CreateEpona]] does so after Epona has been spawned. | * [[AIDef:Action/CreateEpona]] does so after Epona has been spawned. | ||
Line 33: | Line 36: | ||
* [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops. | * [[AIDef:Action/ItemAmiiboSelectDropTable]] registers an amiibo as soon as it is scanned, even before spawning the drops. | ||
<!--T:6--> | |||
Whenever an amiibo is registered: | Whenever an amiibo is registered: | ||
*AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>. | *AmiiboMgr determines if it should reset its daily amiibo use history (stored in the AmiiboTouchHistory flag)<ref>0x710064B3C8</ref>. | ||
Line 41: | Line 45: | ||
*Finally, AmiiboLastTouchDate is set to the current date. | *Finally, AmiiboLastTouchDate is set to the current date. | ||
<!--T:7--> | |||
The format for AmiiboTouchHistory and AmiiboTouchHistoryTotal entries is "%s_%d_%d_%d" (amiibo UID, amiibo value 1, amiibo value 2, scan count) | The format for AmiiboTouchHistory and AmiiboTouchHistoryTotal entries is "%s_%d_%d_%d" (amiibo UID, amiibo value 1, amiibo value 2, scan count) | ||
== Logic == | == Logic == <!--T:8--> | ||
<!--T:9--> | |||
A SmallHit happens 20% of the time. | A SmallHit happens 20% of the time. | ||
<!--T:10--> | |||
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 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. | ||
<!--T:11--> | |||
If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored. | If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored. | ||
<!--T:12--> | |||
For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise. | For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise. | ||
<!--T:13--> | |||
The game then determines the number of drops from each table<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref>: | The game then determines the number of drops from each table<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref>: | ||
* For a GreatHit: | * For a GreatHit: | ||
Line 63: | Line 73: | ||
** 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 | ||
<!--T:14--> | |||
After a GreatHit, the amiibo's scan count for the amiibo is reset to 0 (0x710064AC8C). | After a GreatHit, the amiibo's scan count for the amiibo is reset to 0 (0x710064AC8C). | ||
<!--T:15--> | |||
Dropped items receive the '''IsAmiibo''' actor parameter. | Dropped items receive the '''IsAmiibo''' actor parameter. | ||
=== Special cases === | === Special cases === <!--T:16--> | ||
==== Items with the AmiiboArmorItem tag ==== | ==== Items with the AmiiboArmorItem tag ==== <!--T:17--> | ||
<!--T:18--> | |||
If the player hasn't received the complete armor set from an amiibo, armor pieces that they have already received will not be spawned. | If the player hasn't received the complete armor set from an amiibo, armor pieces that they have already received will not be spawned. | ||
==== Items with the Important tag ==== | ==== Items with the Important tag ==== <!--T:19--> | ||
<!--T:20--> | |||
The IsGet_ flag for Important items must be false; otherwise they will not spawn. | The IsGet_ flag for Important items must be false; otherwise they will not spawn. | ||
==== Items with the AmiiboTreasure tag ==== | ==== Items with the AmiiboTreasure tag ==== <!--T:21--> | ||
<!--T:22--> | |||
Items with the AmiiboTreasure tag are spawned inside of a treasure chest (TBox_Field_Iron). | Items with the AmiiboTreasure tag are spawned inside of a treasure chest (TBox_Field_Iron). | ||
<!--T:23--> | |||
The chest's "SharpWeaponJudgeType" parameter is set to 2, which causes [[difficulty scaling#Weapon bonuses|different weapon bonuses]] and guarantees the weapon will have at least a blue/white modifier. | The chest's "SharpWeaponJudgeType" parameter is set to 2, which causes [[difficulty scaling#Weapon bonuses|different weapon bonuses]] and guarantees the weapon will have at least a blue/white modifier. | ||
<!--T:24--> | |||
Exceptions: | Exceptions: | ||
* 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) | ||
Line 88: | Line 105: | ||
* 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" | ||
==== Items with a name that starts with GameRomHorse ==== | ==== Items with a name that starts with GameRomHorse ==== <!--T:25--> | ||
<!--T:26--> | |||
If it is the first time you are scanning an amiibo that can drop horse equipment (if IsAmiiboDrop_GameRomHorseItem isn't set), the game will always spawn GameRomHorseSaddle_01 and GameRomHorseReins_01. | If it is the first time you are scanning an amiibo that can drop horse equipment (if IsAmiiboDrop_GameRomHorseItem isn't set), the game will always spawn GameRomHorseSaddle_01 and GameRomHorseReins_01. | ||
<!--T:27--> | |||
If you have already received those items, they will not spawn consistently anymore (or not at all{{check}}). | If you have already received those items, they will not spawn consistently anymore (or not at all{{check}}). | ||
==== Items that are marked as amiibo drops ==== | ==== Items that are marked as amiibo drops ==== <!--T:28--> | ||
<!--T:29--> | |||
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. | ||
==== Ancient arrows ==== | ==== Ancient arrows ==== <!--T:30--> | ||
<!--T:31--> | |||
Obj_AncientArrow_A_01 and Obj_AncientArrow_C_01 can only spawn if you have already received Ancient Arrows at some point (if IsGet_AncientArrow is set). | Obj_AncientArrow_A_01 and Obj_AncientArrow_C_01 can only spawn if you have already received Ancient Arrows at some point (if IsGet_AncientArrow is set). | ||
==== Divine Beast helms (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head) ==== | ==== Divine Beast helms (Armor_181_Head, Armor_182_Head, Armor_183_Head, Armor_184_Head) ==== <!--T:32--> | ||
<!--T:33--> | |||
When scanning a Champion amiibo, if you've completed any Divine Beast '''and''' received a Great Hit, '''and''' if you haven't already received the corresponding helm<ref>If the corresponding IsGet flag is false</ref>, the chest is guaranteed to contain the Divine Helm. | When scanning a Champion amiibo, if you've completed any Divine Beast '''and''' received a Great Hit, '''and''' if you haven't already received the corresponding helm<ref>If the corresponding IsGet flag is false</ref>, the chest is guaranteed to contain the Divine Helm. | ||
=== Code === | === Code === <!--T:34--> | ||
<!--T:35--> | |||
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.) | ||
==== action::ItemAmiiboCreateFromDropTable::getOneDrop ==== | ==== action::ItemAmiiboCreateFromDropTable::getOneDrop ==== <!--T:36--> | ||
<!--T:37--> | |||
This function is responsible for choosing a drop to be spawned. | This function is responsible for choosing a drop to be spawned. | ||
<!--T:38--> | |||
https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00 | https://gist.github.com/leoetlino/a67a874111c1bd97805239f8678e0d00 | ||
==== action::ItemAmiiboCreateFromDropTable::doSpawn ==== | ==== action::ItemAmiiboCreateFromDropTable::doSpawn ==== <!--T:39--> | ||
<!--T:40--> | |||
This function is responsible for spawning a drop. | This function is responsible for spawning a drop. | ||
<!--T:41--> | |||
https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd | https://gist.github.com/leoetlino/ff246cb5c16b12c5af14a899d1cd8ffd | ||