add comment about common table JSON formats
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@@ -1,4 +1,5 @@
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{
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// See common-table-v3-v4.json for a description of this file's format.
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"Ep1:Battle:Hard:Bluefull": {
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"BaseWeaponTypeProbTable": [13, 7, 6, 13, 6, 13, 7, 7, 4, 13, 10, 1],
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"ToolClassProbTable": [
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@@ -18160,4 +18161,4 @@
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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]
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}
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}
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}
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@@ -1,4 +1,21 @@
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{
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// This file specifies how non-rare items should be generated. For details on how each field works, see the comments
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// in CommonItemSet::Table::OffsetsT (in CommonItemSet.hh).
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// Each scenario has defaults which are automatically propagated from the previous scenario unless overridden. The
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// order of precedence is:
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// - If the section ID is not Viridia, the defaults are from the same episode, game mode, and difficulty, but
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// previous section ID
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// - If the section ID is Viridia but the difficulty is not Normal, the defaults are from the same episode and game
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// mode, but previous difficulty
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// - If the game mode is not Normal, the defaults are from the same episode in Normal mode
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// - For Viridia in Normal mode and Normal difficulty, there are no defaults - all fields must be specified
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// For example:
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// - Keys not specified in Ep1:Battle:VeryHard:Bluefull are inherited from Ep1:Battle:VeryHard:Skyly, since Skyly is
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// the section ID before Bluefull
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// - Keys not specified in Ep1:Battle:VeryHard:Viridia are inherited from Ep1:Battle:Hard:Viridia, since Hard is the
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// difficulty before Very Hard
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// - Keys not specified in Ep1:Battle:Normal:Viridia are inherited from Ep1:Normal:Normal:Viridia, since all
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// non-Normal modes inherit from Normal mode
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"Ep1:Battle:Hard:Bluefull": {
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"BaseWeaponTypeProbTable": [13, 7, 6, 13, 6, 13, 7, 7, 4, 13, 10, 1],
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"SubtypeAreaLengthTable": [4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 7, 10]
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