describe how ep3 card drop rates actually work

This commit is contained in:
Martin Michelsen
2023-09-01 10:49:15 -07:00
parent 2eda283f8f
commit 8449a6d21a
2 changed files with 135 additions and 21 deletions
+65 -10
View File
@@ -911,6 +911,57 @@ string string_for_range(const parray<be_uint32_t, 6>& range) {
return ret;
}
string string_for_drop_rate(uint16_t drop_rate) {
vector<string> tokens;
switch (drop_rate % 10) {
case 0:
tokens.emplace_back("mode=ANY");
break;
case 1:
tokens.emplace_back("mode=OFFLINE_STORY");
break;
case 2:
tokens.emplace_back("mode=OFFLINE_FREE_BATTLE");
break;
case 3:
tokens.emplace_back("mode=OFFLINE_FREE_BATTLE_PVP");
break;
case 4:
tokens.emplace_back("mode=ONLINE");
break;
case 5:
tokens.emplace_back("mode=TOURNAMENT");
break;
case 6:
tokens.emplace_back("mode=FORBIDDEN");
break;
default:
tokens.emplace_back("mode=__UNKNOWN__");
}
uint8_t environment_number = (drop_rate / 10) % 100;
if (environment_number) {
tokens.emplace_back(string_printf("environment_number=%02hhX", static_cast<uint8_t>(environment_number - 1)));
} else {
tokens.emplace_back("environment_number=ANY");
}
tokens.emplace_back(string_printf("rarity_class=%hhu", static_cast<uint8_t>((drop_rate / 1000) % 10)));
switch ((drop_rate / 10000) % 10) {
case 0:
tokens.emplace_back("deck_type=ANY");
break;
case 1:
tokens.emplace_back("deck_type=HUNTERS");
break;
case 2:
tokens.emplace_back("deck_type=ARKZ");
break;
default:
tokens.emplace_back("deck_type=__UNKNOWN__");
}
string description = join(tokens, ", ");
return string_printf("[%hu: %s]", drop_rate, description.c_str());
}
string CardDefinition::str(bool single_line) const {
string type_str;
try {
@@ -956,6 +1007,9 @@ string CardDefinition::str(bool single_line) const {
effects_str = " (none)";
}
string drop0_str = string_for_drop_rate(this->drop_rates[0]);
string drop1_str = string_for_drop_rate(this->drop_rates[1]);
if (single_line) {
string range_str = string_for_range(this->range);
return string_printf(
@@ -963,7 +1017,7 @@ string CardDefinition::str(bool single_line) const {
"cost=%hhX+%hhX target=%s range=%s assist_turns=%s cannot_move=%s "
"cannot_attack=%s cannot_drop=%s hp=%s ap=%s tp=%s mv=%s left=%s right=%s "
"top=%s a2=%04hX class=%s assist_effect=[%hu, %hu] "
"drop_rates=[%hu, %hu] effects=[%s]]",
"drop_rates=[%s, %s] effects=[%s]]",
this->card_id.load(),
this->en_name.data(),
type_str.c_str(),
@@ -988,8 +1042,8 @@ string CardDefinition::str(bool single_line) const {
card_class_str.c_str(),
this->assist_effect[0].load(),
this->assist_effect[1].load(),
this->drop_rates[0].load(),
this->drop_rates[1].load(),
drop0_str.c_str(),
drop1_str.c_str(),
effects_str.c_str());
} else { // Not single-line
@@ -1024,7 +1078,7 @@ Card: %04" PRIX32 " \"%s\"\n\
Left colors: %s; right colors: %s; top colors: %s\n\
Unknown a2: %04hX\n\
Assist effect: [%hu, %hu]\n\
Drop rates: [%hu, %hu] (%s drop)\n\
Drop rates: [%s, %s] (%s drop)\n\
Effects:%s",
this->card_id.load(),
this->en_name.data(),
@@ -1049,8 +1103,8 @@ Card: %04" PRIX32 " \"%s\"\n\
this->unknown_a2.load(),
this->assist_effect[0].load(),
this->assist_effect[1].load(),
this->drop_rates[0].load(),
this->drop_rates[1].load(),
drop0_str.c_str(),
drop1_str.c_str(),
this->cannot_drop ? "cannot" : "can",
effects_str.c_str());
}
@@ -1429,8 +1483,9 @@ string MapDefinition::str(const CardIndex* card_index) const {
lines.emplace_back(string_printf(" reward_cards[%02zu]: %04hX", z, card_id));
}
}
lines.emplace_back(string_printf(" a9=[%08" PRIX32 " %08" PRIX32 " %04hX %04hX]",
this->unknown_a9_a.load(), this->unknown_a9_b.load(), this->unknown_a9_c.load(), this->unknown_a9_d.load()));
lines.emplace_back(string_printf(" level_overrides=[win=%" PRId32 ", loss=%" PRId32 "]",
this->win_level_override.load(), this->loss_level_override.load()));
lines.emplace_back(string_printf(" a9=[%04hX %04hX]", this->unknown_a9_c.load(), this->unknown_a9_d.load()));
lines.emplace_back(string_printf(" a10=%02hhX", this->unknown_a10));
lines.emplace_back(string_printf(" cyber_block_type=%02hhX", this->cyber_block_type));
lines.emplace_back(string_printf(" a11=%02hhX%02hhX", this->unknown_a11[0], this->unknown_a11[1]));
@@ -1553,8 +1608,8 @@ MapDefinitionTrial::MapDefinitionTrial(const MapDefinition& map)
dispatch_message(map.dispatch_message),
dialogue_sets(),
reward_card_ids(map.reward_card_ids),
unknown_a9_a(map.unknown_a9_a),
unknown_a9_b(map.unknown_a9_b),
win_level_override(map.win_level_override),
loss_level_override(map.loss_level_override),
unknown_a9_c(map.unknown_a9_c),
unknown_a9_d(map.unknown_a9_d),
unknown_a10(map.unknown_a10),
+70 -11
View File
@@ -523,6 +523,7 @@ struct CardDefinition {
// stored big-endian here, so there's a helper function (card_class()) that
// returns a usable CardClass enum value.
/* 0096 */ be_uint16_t be_card_class;
// The two fields of this array seem to always contain the same value, and
// are always 0 for non-assist cards and nonzero for assists. Each assist
// card has a unique value here and no effects, though the server ignores
@@ -533,16 +534,69 @@ struct CardDefinition {
// determine assist cards' effects (see e.g. Skip Draw / Skip Move, Dice
// Fever / Dice Fever +, Reverse Card / Rich +).
/* 0098 */ parray<be_uint16_t, 2> assist_effect;
// Drop rates are decimal-encoded with the following fields:
// - rate % 10 (that is, the lowest decimal place) specifies the required game
// mode. 0 means any mode, 1 means offline only, 2 means 1P free-battle, 3
// means 2P+ free battle, 4 means story mode.
// mode. 0 means any mode, 1 means offline story mode, 2 means 1P free
// battle, 3 means 2P+ free battle (specifically, PvP - two humans vs. two
// COMs counts as 1P free battle), 4 means online mode, 5 means tournament.
// Some cards have this field set to 6, which isn't a valid game mode; it
// seems Sega used this as a way to make sure the drop rate never applies.
// - (rate / 10) % 100 (that is, the tens and hundreds decimal places) specify
// something else, but it's not clear what exactly.
// - rate / 1000 (the thousands decimal place) specifies the level class
// required to get this drop.
// - rate / 10000 (the ten-thousands decimal place) must be either 0, 1, or 2,
// but it's not clear yet what each value means.
// the environment number + 1. For example, if this field contains 5, then
// this drop only applies if the battle took place at Molae Venti
// (environment number 4). If this field is zero, the drop applies
// regardless of where the battle took place.
// - rate / 1000 (the thousands decimal place) specifies the rarity class.
// This can be any number in the range [0, 9], and affects how likely the
// card is to appear based on the player's level. See below for details.
// - rate / 10000 (the ten-thousands decimal place) specifies if the drop rate
// applies only if the player used a Hunters deck (1), only if they used an
// Arkz deck (2), or if they used any deck (0).
// When determining which cards to drop, the game first checks the drop rate
// fields on all cards. For each drop rate that applies, the game adds the
// card ID into an appropriate bucket based on the rarity class. (If both drop
// rates for a card apply, the card ID is added twice.) The player's level
// class is then computed according to the following table:
// 1 2 3 4 5 6 7 8 9 10
// CLvOff 1-2 3-4 5-9 10-14 15-19 20-25 26-29 30-39 40-49 50+
// CLvOn 1-2 3-4 5-10 11-16 17-23 24-32 33-39 40-49 50-99 100+
// For the purposes of this computation, the player's level is used by default
// (CLvOn or CLvOff), but the map may override it - see win_level_override and
// loss_level_override in MapDefinition. This specifies which row in the
// following tables will be used.
// Finally, cards are chosen from the buckets with a weighted distribution
// according to these tables (row is player's level class, column is card's
// rarity class):
// Offline
// 1 2 3 4 5 6 7 8 9 10
// 1 => 8000 2000 50
// 2 => 6000 3500 500 50
// 3 => 4500 3500 1500 400 100
// 4 => 3000 3000 2500 1000 450 50
// 5 => 2000 2600 2750 2000 500 100 50
// 6 => 1900 2200 2500 2100 830 350 100 20
// 7 => 1900 2000 2000 2000 1000 500 500 100
// 8 => 160000 160000 190000 190000 130000 100000 50000 19999 1
// 9 => 120000 120000 150000 160000 150000 150000 100000 49989 10 1
// 10 => 120000 120000 130000 150000 160000 150000 100000 69965 30 5
// Online
// 1 2 3 4 5 6 7 8 9 10
// 1 => 8000 2000 50
// 2 => 6000 3500 500 20
// 3 => 4500 4000 1500 200
// 4 => 3500 3500 2300 700 20
// 5 => 2700 2800 2500 1500 500 10
// 6 => 2300 2300 2300 1900 900 300 1
// 7 => 1995 2100 2100 2100 1000 700 5
// 8 => 1789 2100 2100 2100 1100 800 10 1
// 9 => 14620 20000 21000 22000 13000 9000 300 80
// 10 => 133997 190000 200000 200000 150000 120000 5000 1000 2 1
// These values are all relative to other values in the same row. For example,
// if your character is in level class 1, you'll get cards of rarity class 1
// about 80% of the time, cards of rarity class 2 about 20% of the time, and
// cards of rarity class 3 about 0.5% of the time. (The actual probabilities
// are 8000/10050, 2000/10050, and 50/10050.)
// The drop rates are completely ignored if any of the following are true
// (which means the card can never be found in a normal post-battle draw):
// - type is SC_HUNTERS or SC_ARKZ
@@ -551,6 +605,7 @@ struct CardDefinition {
// - cannot_drop is 1 (specifically 1; other nonzero values here don't
// prevent the card from appearing in post-battle draws)
/* 009C */ parray<be_uint16_t, 2> drop_rates;
/* 00A0 */ ptext<char, 0x14> en_name;
/* 00B4 */ ptext<char, 0x0B> jp_short_name;
/* 00BF */ ptext<char, 0x08> en_short_name;
@@ -913,8 +968,12 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
/* 59B0 */ parray<be_uint16_t, 0x10> reward_card_ids;
/* 59D0 */ be_uint32_t unknown_a9_a;
/* 59D4 */ be_uint32_t unknown_a9_b;
// These fields appear to be used for the purpose of determining cards to drop
// after the battle is complete. If either is negative, the player's actual
// CLv is used instead.
/* 59D0 */ be_int32_t win_level_override;
/* 59D4 */ be_int32_t loss_level_override;
/* 59D8 */ be_uint16_t unknown_a9_c;
/* 59DA */ be_uint16_t unknown_a9_d;
@@ -1013,8 +1072,8 @@ struct MapDefinitionTrial {
/* 2758 */ ptext<char, 0x190> dispatch_message;
/* 28E8 */ parray<parray<MapDefinition::DialogueSet, 8>, 3> dialogue_sets;
/* 4148 */ parray<be_uint16_t, 0x10> reward_card_ids;
/* 4168 */ be_uint32_t unknown_a9_a;
/* 416C */ be_uint32_t unknown_a9_b;
/* 4168 */ be_uint32_t win_level_override;
/* 416C */ be_uint32_t loss_level_override;
/* 4170 */ be_uint16_t unknown_a9_c;
/* 4172 */ be_uint16_t unknown_a9_d;
/* 4174 */ uint8_t unknown_a10;