update some Ep3 format notes
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+18
-11
@@ -495,19 +495,26 @@ struct CardDefinition {
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uint8_t cannot_move; // 0 for SC and creature cards; 1 for everything else
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uint8_t cannot_attack; // 1 for shields, mags, defense actions, and assist cards
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uint8_t unused3;
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uint8_t hide_in_deck_edit; // 0 = player can use this card (appears in deck edit)
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// If cannot_drop is 0, this card can't appear in post-battle rewards. A
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// value of 0 here also prevents the card from being used as a God Whim
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// random assist.
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uint8_t cannot_drop;
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CriterionCode usable_criterion;
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CardRarity rarity;
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be_uint16_t unknown_a2;
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be_uint16_t be_card_class; // Used for checking attributes (e.g. item types)
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// These two fields seem to always contain the same value, and are always 0
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// for non-assist cards and nonzero for assists. Each assist card has a unique
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// value here and no effects, which makes it look like this is how assist
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// effects are implemented. There seems to be some 1k-modulation going on here
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// too; most cards are in the range 101-174 but a few have e.g. 1150, 2141. A
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// few pairs of cards have the same effect, which makes it look like some
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// other fields are also involved in determining their effects (see e.g. Skip
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// Draw / Skip Move, Dice Fever / Dice Fever +, Reverse Card / Rich +).
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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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// returns a usable CardClass enum value.
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be_uint16_t be_card_class;
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// The two fields of this array seem to always contain the same value, and
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// are always 0 for non-assist cards and nonzero for assists. Each assist
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// card has a unique value here and no effects, though the server ignores
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// these values - assist effects are hardcoded based on the card ID instead.
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// There seems to be some 1k-modulation going on here; most cards have values
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// here in the range 101-174 but a few have e.g. 1150, 2141. A few pairs of
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// cards have the same effect, so this cannot be used by the server anyway to
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// determine assist cards' effects (see e.g. Skip Draw / Skip Move, Dice
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// Fever / Dice Fever +, Reverse Card / Rich +).
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parray<be_uint16_t, 2> assist_effect;
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// Drop rates are decimal-encoded with the following fields:
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// - rate % 10 (that is, the lowest decimal place) specifies the required game
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@@ -524,7 +531,7 @@ struct CardDefinition {
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// - type is SC_HUNTERS or SC_ARKZ
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// - unknown_a3 is 0x23 or 0x24
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// - rarity is E, D1, D2, or INVIS
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// - hide_in_deck_edit is 1 (specifically 1; other nonzero values here don't
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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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parray<be_uint16_t, 2> drop_rates;
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ptext<char, 0x14> en_name;
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