![]() Fast-forward to April 2016 and the discovery of Palace Skip I finally had an excuse to get my hands dirty in assembly code again, and I successfully figured out everything that goes into these calculations! Here’s the dirt… Item Hold Chances Although these tables had some numbers alongside them, I could only proffer some vague speculation as to how those translated into their actual drop rates. (Although you’d have to have a ridiculous number of Finder badges to exceed that!)Īnd now for the main event: Item / Badge Dropsīack in 2011, I uploaded a guide to GameFAQs that contains the drop tables of every enemy in the game. Both heart and flower drops cap at 32 apiece, just like coins. Likewise, Flower Finder will grant equivalent bonus FP drops. Needless to say, those constants will be in the next version of my TTYD enemy stats guide.Īfter those HP / FP drops are determined, if Mario has any Heart Finder badges on, the game adds some random additional heart drops – 1 to 3 of them if one badge, or 1 to N+3 of them if more than one. For example, most early-game enemies have (2,2), Spiky Parabuzzies have (4, 2), X-Nauts PhD have (2, 4), and Elite Wizzerds have a whopping (5, 5). Where M and N are determined by the type of enemy leading the battle, and can range from 2 to 6.
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