add card list HTML generator
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+21
-22
@@ -102,7 +102,7 @@ enum class CriterionCode : uint8_t {
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const char* name_for_criterion_code(CriterionCode code);
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enum class CardRarity : uint8_t {
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enum class CardRank : uint8_t {
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N1 = 0x01,
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R1 = 0x02,
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S = 0x03,
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@@ -114,14 +114,14 @@ enum class CardRarity : uint8_t {
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R3 = 0x09,
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R4 = 0x0A,
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SS = 0x0B,
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// Cards with the D1 or D2 rarities are considered never usable by the player,
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// Cards with the D1 or D2 ranks are considered never usable by the player,
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// and are automatically removed from player decks before battle and when
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// loading the deckbuilder. Cards with the D1 rarity appear in the deckbuilder
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// but are grayed out (and cannot be added to decks); cards with the D2 rarity
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// loading the deckbuilder. Cards with the D1 rank appear in the deckbuilder
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// but are grayed out (and cannot be added to decks); cards with the D2 rank
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// don't appear in the deckbuilder at all.
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D1 = 0x0C,
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D2 = 0x0D,
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// The D3 rarity is referenced in a few places, including the function that
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// The D3 rank is referenced in a few places, including the function that
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// determines whether or not a card can appear in post-battle draws, and the
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// function that determines whether a card should appear in the deckbuilder.
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// In these cases, it prevents the card from appearing.
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@@ -497,7 +497,7 @@ struct CardDefinition {
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bool is_empty() const;
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static std::string str_for_arg(const std::string& arg);
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std::string str() const;
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std::string str(const char* separator = ", ") const;
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} __attribute__((packed));
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/* 0000 */ be_uint32_t card_id;
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@@ -525,7 +525,7 @@ struct CardDefinition {
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// random assist.
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/* 0091 */ uint8_t cannot_drop;
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/* 0092 */ CriterionCode usable_criterion;
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/* 0093 */ CardRarity rarity;
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/* 0093 */ CardRank rank;
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/* 0094 */ be_uint16_t unused4;
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// The card class is used for checking attributes (e.g. item types). It's
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// stored big-endian here, so there's a helper function (card_class()) that
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@@ -552,7 +552,7 @@ struct CardDefinition {
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// card can transform into this card if any of the following are true:
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// - type is SC_HUNTERS or SC_ARKZ
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// - card_class is BOSS_ATTACK_ACTION (0x23) or BOSS_TECH (0x24)
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// - rarity is E, D1, or D2
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// - rank is E, D1, or D2
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// - cannot_drop is 1 (specifically 1; other nonzero values here don't
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// prevent the card from appearing in post-battle draws)
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// If none of these conditions apply, the logic below is used.
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@@ -653,7 +653,7 @@ struct CardDefinition {
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// effect. Therefore, the final probability that a card will transform into a
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// VIP card is P(activate) * P(vip), and the final probability of transforming
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// into a rarer card is P(activate) * P(rare).
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// ====== Card rarities N4-N1 ====== ====== Card rarities R4-R1 ======
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// ======== Card rank N4-N1 ======== ======== Card rank R4-R1 ========
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// Count P(activate) P(rare) P(vip) P(activate) P(rare) P(vip)
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// 0-4 0% 0% 0% 0% 0% 0%
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// 5-10 1.923077% 55% 0.5% 2.0408163% 55% 0.5%
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@@ -665,9 +665,9 @@ struct CardDefinition {
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// 53-99 5% 90% 0.33333334% 5.263158% 90% 0.4347826%
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//
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// If a transformation occurs, the card transforms to a card of a different
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// rarity. First, the game consults the following table to determine the
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// rarity of the resulting card (original card's rarity on the left, new
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// card's rarity across the top):
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// rank. First, the game consults the following table to determine the rank of
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// the resulting card (original card's rank on the left, new card's rank
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// across the top):
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// N4 N3 N2 N1 R4 R3 R2 R1 S SS
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// N4 => 60 30 10
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// N3 => 60 30 10
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@@ -682,16 +682,15 @@ struct CardDefinition {
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// card transforms, there is a 900/1001 chance of becoming another R1, a
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// 100/1001 chance of becoming an S, and a 1/1001 chance of becoming an SS.
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//
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// Once a rarity is chosen, the game puts all possible cards into buckets
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// based on how many of that card the player already has, then chooses a
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// random card out of bucket 0, then bucket 1, etc. all the way up to bucket
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// 49 (or 2 if the final rarity is S or SS). The first drawn card that is the
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// final rarity is the card that the original card transforms into. Notably,
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// this logic means that cards are more likely to transform into cards that
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// the player doesn't already have, or only has few copies of. Also notably,
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// it is impossible for a card to transform into another card that the player
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// already has 50 or more copies of, or an S or SS card that the player
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// already has 3 copies of.
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// Once a rank is chosen, the game puts all possible cards into buckets based
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// on how many of that card the player already has, then chooses a random card
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// out of bucket 0, then bucket 1, etc. all the way up to bucket 49 (or 2 if
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// the final rank is S or SS). The first drawn card that is the final rank is
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// the card that the original card transforms into. Notably, this logic means
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// that cards are more likely to transform into cards that the player doesn't
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// already have, or only has few copies of. Also notably, it is impossible for
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// a card to transform into another card that the player already has 50 or
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// more copies of, or an S or SS card that the player already has 3 copies of.
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//
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// One curiosity about the above procedure is that the buckets can only hold
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// 400 cards each for the N ranks, 300 each for the R ranks, and 100 each for
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