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(Created page with "開頭獎跟特獎的時候,遊戲會檢查玩家的進度,如果 Find_4Relic_1stClear 為真(打完一隻神獸),遊戲會使用 'Remain' 這個表決定掉落物...") |
(Created page with "決定好使用哪個表格後,遊戲會決定應該掉落多少東西<ref>AIDef:Action/ItemAmiiboCreateFromDropTable</ref>: * GreatHit 特獎的情況: ** GreatHit...") |
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開頭獎跟特獎的時候,遊戲會檢查玩家的進度,如果 Find_4Relic_1stClear 為真(打完一隻神獸),遊戲會使用 'Remain' 這個表決定掉落物。若否,遊戲會檢查 IsGet_PlayerStole2(拿到滑翔傘),為真則使用 'Parasail' 這個表,否則只用 'Normal' 這個表。 | 開頭獎跟特獎的時候,遊戲會檢查玩家的進度,如果 Find_4Relic_1stClear 為真(打完一隻神獸),遊戲會使用 'Remain' 這個表決定掉落物。若否,遊戲會檢查 IsGet_PlayerStole2(拿到滑翔傘),為真則使用 'Parasail' 這個表,否則只用 'Normal' 這個表。 | ||
決定好使用哪個表格後,遊戲會決定應該掉落多少東西<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref>: | |||
* | * GreatHit 特獎的情況: | ||
** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit | ** GreatHit drops: random number between RepeatNumMin and RepeatNumMax for GreatHit | ||
** SmallHit drops: same, but for SmallHit (if there is a SmallHit). | ** SmallHit drops: same, but for SmallHit (if there is a SmallHit). | ||
** Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal, minus the GreatHit drop num | ** Normal drops: random number between RepeatNumMin and RepeatNumMax for Normal, minus the GreatHit drop num | ||
* | * BigHit 頭獎的情況: | ||
** BigHit drops: random number between RepeatNumMin and RepeatNumMax for BigHit | ** BigHit drops: random number between RepeatNumMin and RepeatNumMax for BigHit | ||
** SmallHit drops: same, but for SmallHit (if there is a SmallHit). | ** SmallHit drops: same, but for SmallHit (if there is a SmallHit). |