Amiibo drops: Difference between revisions

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imported>Leoetlino
imported>Leoetlino
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*Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>.
*Finally, AmiiboLastTouchDate is set to <code>10000 * now.year + 100 * now.month + now.day</code>.


== Logic ==
== Logic<ref>[[AIDef:Action/ItemAmiiboCreateFromDropTable]]</ref> ==
[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process:
A SmallHit will happen 20% of the time.


=== Step 1 - Determine drop rates and drop nums (in practice) ===
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.
*Drop table category:
**''Remain'' if Find_4Relic_1stClear is set
**''Parasail'' if IsGet_PlayerStole2 is set
**''Normal'' otherwise


*Great Hit rate: 20% if the amiibo has been scanned 0, 1, 2, 3 or 4 times and 100% otherwise
If the amiibo has been scanned 5 times or more, you'll always get a GreatHit. In this case, the BigHit table is ignored.
*Big Hit rate: 0% if there is a GreatHit, 100% otherwise
*Small Hit rate: 20%
*Drop num rate: 20%


*For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num.
For BigHits and GreatHits, the game uses the 'Remain' tables if Find_4Relic_1stClear is set, 'Parasail' if IsGet_PlayerStole2, and 'Normal' otherwise.
**0 if the table doesn't exist in the [[bdrop]]
**<code>max(1, repeatNum)</code> otherwise
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name.


=== Step 2 - Determine the final drop nums ===
{|class="wikitable"
{|class="wikitable"
|+ Final drop nums after RNG (note: negative values are set to 0)
|+ Final drop nums after RNG (note: negative values are set to 0)
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