Amiibo drops: Difference between revisions

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imported>Leoetlino
imported>Leoetlino
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[[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): $scan_count
*Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scanCount
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $scan_count_total
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $$scanCountTotal


*Determine the drop table category to use.
*Determine the drop table category to use.
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**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 $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 $$scanCountTotal >= $HitRateAdjustEnd and 0% otherwise.


*Determine if there should be a Great Hit (RNG)
*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 $scanCount is <2, use GreatHitRate1st as the probability of getting a Great Hit.
**If $scan_count is 2, use GreatHitRate2nd.
**If $scanCount is 2, use GreatHitRate2nd.
**If $scan_count is 3, use GreatHitRate3rd.
**If $scanCount 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 $scan_count is >3, the great hit rate is 0%.
**Otherwise, if $scanCount is >3, the great hit rate is 0%.


*If there was no Great Hit, determine if there should be a Big Hit (RNG)
*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 $scanCount <= 3, a Big Hit is guaranteed.
**If $scan_count >= 4, a Big Hit will never happen.
**If $scanCount >= 4, a Big Hit will never happen.


*Determine if there should be a Small Hit (RNG)
*Determine if there should be a Small Hit (RNG)
**If $scan_count is <2, use SmallHitRate1st.
**If $scanCount is <2, use SmallHitRate1st.
**If $scan_count is 2, use SmallHitRate2nd.
**If $scanCount is 2, use SmallHitRate2nd.
**If $scan_count is 3, use SmallHitRate3rd.
**If $scanCount is 3, use SmallHitRate3rd.
**Otherwise, if $scan_count is >3, the great hit rate is 0%.
**Otherwise, if $scanCount is >3, the great hit rate is 0%.


*Determine the drop number rate
*Determine the drop num rate
**If $scan_count is <2, use DropNumRate1st.
**If $scanCount is <2, use DropNumRate1st.
**If $scan_count is 2, use DropNumRate2nd.
**If $scanCount is 2, use DropNumRate2nd.
**If $scan_count is 3, use DropNumRate3rd.
**If $scanCount is 3, use DropNumRate3rd.
**Otherwise, if $scan_count is >3, the drop num rate is 0%.
**Otherwise, if $scanCount is >3, the drop num rate is 0%.
 
*For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
**0 if the table doesn't exist in the [[bdrop]]
**<code>max(1, (dropNumRate * repeatNum) / 100.0)</code> otherwise
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.
 
*Fix the drop nums based on the RNG results


== References ==
== References ==
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