Amiibo drops: Difference between revisions
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imported>Leoetlino (→Logic) |
imported>Leoetlino (→Logic) |
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**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. | **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. | ||
*Determine if there | *Determine if there should be a Great Hit (RNG) | ||
**If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit. | **If $scan_count is <2, use GreatHitRate1st as the probability of getting a Great Hit. | ||
**If $scan_count is 2, use GreatHitRate2nd. | **If $scan_count is 2, use GreatHitRate2nd. | ||
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**Otherwise, if $scan_count is >3, the great hit rate is 0%. | **Otherwise, if $scan_count is >3, the great hit rate is 0%. | ||
*If there was no Great Hit, determine if there | *If there was no Great Hit, determine if there should be a Big Hit (RNG) | ||
**If $scan_count <= 3, a Big Hit is guaranteed. | **If $scan_count <= 3, a Big Hit is guaranteed. | ||
**If $scan_count >= 4, a Big Hit will never happen. | **If $scan_count >= 4, a Big Hit will never happen. | ||
*Determine if there should be a Small Hit (RNG) | |||
**If $scan_count is <2, use SmallHitRate1st. | |||
**If $scan_count is 2, use SmallHitRate2nd. | |||
**If $scan_count is 3, use SmallHitRate3rd. | |||
**Otherwise, if $scan_count is >3, the great hit rate is 0%. | |||
*Determine the drop number rate | |||
**If $scan_count is <2, use DropNumRate1st. | |||
**If $scan_count is 2, use DropNumRate2nd. | |||
**If $scan_count is 3, use DropNumRate3rd. | |||
**Otherwise, if $scan_count is >3, the drop num rate is 0%. | |||
== References == | == References == |