document how card transformation works

This commit is contained in:
Martin Michelsen
2023-09-21 21:15:04 -07:00
parent 19499bf23d
commit 82c877f55d
2 changed files with 61 additions and 32 deletions
-29
View File
@@ -1,29 +0,0 @@
N1, N2, N3, N4 => use 8041F800 table
R1, R2, R3, R4 => use 8041F8A0 table
(Episode 3 USA) Able to find VIP cards offline (but still very rare)
042C0B20 4800000C
P(activate) is the probability that any transformation is attempted at all
P(f/success) defines the probability range: so the actual probability is a
uniform random number between P(activate) and P(activate) * P(f/success)
count P(activate) P(f/success) P(vip)
0-4 0.0 0.0 0.0
5-10 0.01923077 0.55 0.005
11-16 0.021276595 0.6 0.0045454544
17-24 0.023809524 0.7 0.004347826
25-32 0.027027028 0.7 0.004
33-40 0.03125 0.8 0.0038461538
41-52 0.037037037 0.8 0.0035714286
53-99 0.05 0.9 0.0033333334
0-4 0.0 0.0 0.0
5-10 0.020408163 0.55 0.005
11-16 0.022727273 0.6 0.004761905
17-24 0.025641026 0.7 0.0045454544
25-32 0.029411765 0.7 0.005
33-40 0.03448276 0.7 0.005
41-52 0.041666668 0.8 0.0045454544
53-99 0.05263158 0.9 0.004347826
+61 -3
View File
@@ -630,9 +630,67 @@ struct CardDefinition {
// After sampling the N card IDs, it shuffles them and presents them to the
// player.
//
// Finally, the drop rates for a card are completely ignored if any of the
// following are true (which means it can never be found in a normal
// post-battle draw):
// There is one more effect to consider after cards are chosen: cards may
// randomly transform into VIP cards or into stronger (and rarer) cards. The
// chance of each of these occurring is based on the rarity of that card that
// may transform, and the number of copies of that card which the player
// already has. In the below table, P(activate) is the probability that any
// transformation is attempted at all; if this check passes, the player sees
// the glow effect and "The change will occur..." text. P(vip) is the
// probability that the card becomes a VIP card, after the glow effect plays.
// P(rare) is the probability of the card becoming a rarer card after the glow
// effect. Therefore, the final probability that a card will transform into a
// VIP card is P(activate) * P(vip), and the final probability of transforming
// into a rarer card is P(activate) * P(rare).
// ====== Card rarities N4-N1 ====== ====== Card rarities R4-R1 ======
// Count P(activate) P(rare) P(vip) P(activate) P(rare) P(vip)
// 0-4 0% 0% 0% 0% 0% 0%
// 5-10 1.923077% 55% 0.5% 2.0408163% 55% 0.5%
// 11-16 2.1276595% 60% 0.45454544% 2.2727273% 60% 0.4761905%
// 17-24 2.3809524% 70% 0.4347826% 2.5641026% 70% 0.45454544%
// 25-32 2.7027028% 70% 0.4% 2.9411765% 70% 0.5%
// 33-40 3.125% 80% 0.38461538% 3.448276% 70% 0.5%
// 41-52 3.7037037% 80% 0.35714286% 4.1666668% 80% 0.45454544%
// 53-99 5% 90% 0.33333334% 5.263158% 90% 0.4347826%
//
// If a transformation occurs, the card transforms to a card of a different
// rarity. First, the game consults the following table to determine the
// rarity of the resulting card (original card's rarity on the left, new
// card's rarity across the top):
// N4 N3 N2 N1 R4 R3 R2 R1 S SS
// N4 => 60 30 10
// N3 => 60 30 10
// N2 => 60 30 10
// N1 => 30 55 10 5
// R4 => 10 50 35 5
// R3 => 20 50 28 1
// R2 => 30 60 5
// R1 => 900 100 1
// For example, when an N2 card transforms, there is a 60% chance to become
// R4, a 30% chance to become R3, and a 10% chance to become R2. When an R1
// card transforms, there is a 900/1001 chance of becoming another R1, a
// 100/1001 chance of becoming an S, and a 1/1001 chance of becoming an SS.
//
// Once a rarity is chosen, the game puts all possible cards into buckets
// based on how many of that card the player already has, then chooses a
// random card out of bucket 0, then bucket 1, etc. all the way up to bucket
// 49 (or 2 if the final rarity is S or SS). The first drawn card that is the
// final rarity is the card that the original card transforms into. Notably,
// this logic means that cards are more likely to transform into cards that
// the player doesn't already have, or only has few copies of. Also notably,
// it is impossible for a card to transform into another card that the player
// already has 50 or more copies of, or an S or SS card that the player
// already has 3 copies of.
//
// One curiosity about the above procedure is that the buckets can only hold
// 400 cards each for the N ranks, 300 each for the R ranks, and 100 each for
// S and SS. It is possible for one bucket to overflow into the next, or to
// overflow out of bounds and cause memory corruption, if there are (for
// example) more than 400 cards that have ranks N1-N4, and the player has 99
// of all of them.
//
// Finally, this card can never drop (the drop rates are completely ignored),
// and no card can transform into this card, if any of the following are true:
// - type is SC_HUNTERS or SC_ARKZ
// - card_class is BOSS_ATTACK_ACTION (0x23) or BOSS_TECH (0x24)
// - rarity is E, D1, or D2