Amiibo drops: Difference between revisions

imported>Leoetlino
imported>Leoetlino
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== Logic ==
== Logic ==
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process:
[[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).
 
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal).
*Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scan_count
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scan_count_total
 
*Determine the drop table category to use.
*Determine the drop table category to use.
**''Remain'' if Find_4Relic_1stClear is set
**''Remain'' if Find_4Relic_1stClear is set
**''Parasail'' if IsGet_PlayerStole2 is set
**''Parasail'' if IsGet_PlayerStole2 is set
**''Normal'' otherwise
**''Normal'' otherwise
*Calculate the "adjust rate"
*Calculate the "adjust rate"
**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%.
**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.
**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 the scan count >= $HitRateAdjustEnd and 0% otherwise.
**In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $scan_count_total >= $HitRateAdjustEnd and 0% otherwise.
*Calculate the "Great Hit rate"
 
**If the scan count is <2, use GreatHitRate1st.
*Determine if there is a Great Hit (RNG)
**If the scan count is 2, use GreatHitRate2nd.
**If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit.
**If the scan count is 3, use GreatHitRate3rd.
**If $scan_count is 2, use GreatHitRate2nd.
**If $scan_count 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.
**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 the scan count is >3, the great hit rate is 0%.
**Otherwise, if $scan_count is >3, the great hit rate is 0%.
*Determine if there is a Great Hit (RNG)
 
*If there was no Great Hit:
*If there was no Great Hit, determine if there is a Big Hit (RNG)
**If the amiibo has been scanned 4 times or more, you get a Big Hit.
**If $scan_count <= 3, a Big Hit is guaranteed.
**If $scan_count >= 4, a Big Hit will never happen.


== References ==
== References ==
Anonymous user