implement tekker variances
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@@ -396,3 +396,153 @@ private:
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const Offsets* offsets;
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};
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class TekkerAdjustmentSet {
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public:
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// This class parses and accesses data from JudgeItem.rel
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TekkerAdjustmentSet(std::shared_ptr<const std::string> data);
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const ProbabilityTable<uint8_t, 100>& get_special_upgrade_prob_table(uint8_t section_id, bool favored) const;
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const ProbabilityTable<uint8_t, 100>& get_grind_delta_prob_table(uint8_t section_id, bool favored) const;
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const ProbabilityTable<uint8_t, 100>& get_bonus_delta_prob_table(uint8_t section_id, bool favored) const;
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int8_t get_luck_for_special_upgrade(uint8_t delta_index) const;
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int8_t get_luck_for_grind_delta(uint8_t delta_index) const;
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int8_t get_luck_for_bonus_delta(uint8_t delta_index) const;
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private:
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const ProbabilityTable<uint8_t, 100>& get_table(
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_default,
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std::array<ProbabilityTable<uint8_t, 100>, 10>& tables_favored,
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uint32_t offset_and_count_offset,
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bool favored,
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uint8_t section_id) const;
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int8_t get_luck(uint32_t start_offset, uint8_t delta_index) const;
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std::shared_ptr<const string> data;
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StringReader r;
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struct DeltaProbabilityEntry {
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uint8_t delta_index;
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uint8_t count_default;
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uint8_t count_favored;
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} __attribute__((packed));
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struct LuckTableEntry {
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uint8_t delta_index;
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int8_t luck;
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} __attribute__((packed));
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struct Offsets {
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// Each section ID's favored weapon class has different probabilities than
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// those used for all other weapons. The tables are labeled with (D) for the
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// default values and (F) for the favored-class values.
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// Note that the favored bonuses for Redria are all zero; these values are
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// unused because Redria does not have a favored weapon type. Curiously,
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// Yellowboze also does not have a favored weapon type, but the values for
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// Yellowboze are not all zero.
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// This table specifies how likely a special is to be upgraded or
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// downgraded by one level.
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// In PSO GC, the special upgrade table is:
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// Viridia => (D) +1=10%, 0=60%, -1=30%
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// Viridia => (F) +1=25%, 0=50%, -1=25%
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// Greennill => (D) +1=25%, 0=65%, -1=10%
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// Greennill => (F) +1=40%, 0=55%, -1=5%
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// Skyly => (D) +1=15%, 0=70%, -1=15%
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// Skyly => (F) +1=30%, 0=60%, -1=10%
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// Bluefull => (D) +1=10%, 0=60%, -1=30%
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// Bluefull => (F) +1=25%, 0=50%, -1=25%
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// Purplenum => (D) +1=25%, 0=65%, -1=10%
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// Purplenum => (F) +1=40%, 0=55%, -1=5%
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// Pinkal => (D) +1=15%, 0=70%, -1=15%
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// Pinkal => (F) +1=30%, 0=60%, -1=10%
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// Redria => (D) +1=20%, 0=60%, -1=20%
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// Redria => (F) +1=0%, 0=0%, -1=0%
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// Oran => (D) +1=15%, 0=70%, -1=15%
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// Oran => (F) +1=30%, 0=60%, -1=10%
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// Yellowboze => (D) +1=25%, 0=65%, -1=10%
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// Yellowboze => (F) +1=40%, 0=55%, -1=5%
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// Whitill => (D) +1=10%, 0=60%, -1=30%
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// Whitill => (F) +1=25%, 0=50%, -1=25%
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be_uint32_t special_upgrade_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// This table specifies how likely a weapon's grind is to be upgraded or
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// downgraded, and by how much. The final grind value is clamped to the
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// range between 0 and the weapon's maximum grind from ItemPMT, inclusive.
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// In PSO GC, the grind delta table is:
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// Viridia => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Viridia => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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// Greennill => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Greennill => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Skyly => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Skyly => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Bluefull => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Bluefull => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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// Purplenum => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Purplenum => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Pinkal => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Pinkal => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Redria => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Redria => (F) +3=0%, +2=0%, +1=0%, 0=0%, -1=0%, -2=0%, -3=0%
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// Oran => (D) +3=0%, +2=7%, +1=10%, 0=60%, -1=13%, -2=7%, -3=3%
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// Oran => (F) +3=3%, +2=12%, +1=20%, 0=50%, -1=10%, -2=5%, -3=0%
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// Yellowboze => (D) +3=0%, +2=5%, +1=10%, 0=70%, -1=10%, -2=5%, -3=0%
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// Yellowboze => (F) +3=3%, +2=7%, +1=20%, 0=60%, -1=10%, -2=0%, -3=0%
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// Whitill => (D) +3=3%, +2=7%, +1=13%, 0=60%, -1=10%, -2=7%, -3=0%
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// Whitill => (F) +3=5%, +2=13%, +1=25%, 0=50%, -1=7%, -2=0%, -3=0%
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be_uint32_t grind_delta_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// This table specifies how likely a weapon's bonuses are to be upgraded
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// or downgraded, and by how much. The final bonuses are capped above at
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// 100, but there is no lower limit (so negative results are possible).
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// In PSO GC, the bonus delta table is:
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// Viridia => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Viridia => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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// Greennill => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Greennill => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Skyly => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Skyly => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Bluefull => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Bluefull => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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// Purplenum => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Purplenum => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Pinkal => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Pinkal => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Redria => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Redria => (F) +10=0%, +5=0%, 0=0%, -5=0%, -10=0%
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// Oran => (D) +10=10%, +5=25%, 0=50%, -5=10%, -10=5%
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// Oran => (F) +10=13%, +5=30%, 0=50%, -5=5%, -10=2%
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// Yellowboze => (D) +10=5%, +5=10%, 0=50%, -5=25%, -10=10%
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// Yellowboze => (F) +10=8%, +5=15%, 0=50%, -5=20%, -10=7%
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// Whitill => (D) +10=5%, +5=15%, 0=60%, -5=15%, -10=5%
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// Whitill => (F) +10=8%, +5=20%, 0=60%, -5=10%, -10=2%
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be_uint32_t bonus_delta_prob_table_offset; // [{c, o -> (DeltaProbabilityEntry)[10][c]})
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// There is a secondary computation done during weapon adjustment that
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// appears to determine how "good" the resulting weapon is compared to its
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// original state. If the result of this computation is positive, the game
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// plays a jingle when the tekker result is accepted. These tables describe
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// how much each delta affects this value, which we call luck.
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// In PSO GC, the special upgrade luck table is:
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// +1 => +20, 0 => 0, -1 => -20
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be_uint32_t special_upgrade_luck_table_offset; // LuckTableEntry[...]; ending with FF FF
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// In PSO GC, the grind delta luck table is:
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// +3 => +10, +2 => +5, +1 => +3, 0 => 0, -1 => -3, -2 => -5, -3 => -10
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be_uint32_t grind_delta_luck_table_offset; // LuckTableEntry[...]; ending with FF FF
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// In PSO GC, the bonus delta luck table is:
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// +10 => +15, +5 => +8, 0 => 0, -5 => -8, -10 => -15
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be_uint32_t bonus_delta_luck_offset; // LuckTableEntry[...]; ending with FF FF
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} __attribute__((packed));
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const Offsets* offsets;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> special_upgrade_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> special_upgrade_prob_tables_favored;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> grind_delta_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> grind_delta_prob_tables_favored;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> bonus_delta_prob_tables_default;
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mutable std::array<ProbabilityTable<uint8_t, 100>, 10> bonus_delta_prob_tables_favored;
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};
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