make card drop rate explanation easier to read
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@@ -546,6 +546,17 @@ struct CardDefinition {
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/* 0098 */ be_uint16_t assist_ai_params;
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/* 009A */ be_uint16_t unused5;
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// The card drop rates control how likely the card is to appear in a standard
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// post-battle random draw. How this works is fairly complex and is explained
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// below in detail. Before any of that logic, this card can never drop and no
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// card can transform into this card if any of the following are true:
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// - type is SC_HUNTERS or SC_ARKZ
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// - card_class is BOSS_ATTACK_ACTION (0x23) or BOSS_TECH (0x24)
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// - rarity is E, D1, or D2
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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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// If none of these conditions apply, the logic below is used.
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//
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// Drop rates are integers which encode the following data:
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// - rate % 10 (that is, the lowest decimal place) specifies the required game
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// mode. 0 means any mode, 1 means offline story mode, 2 means 1P free
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@@ -689,13 +700,8 @@ struct CardDefinition {
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// example) more than 400 cards that have ranks N1-N4, and the player has 99
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// of all of them.
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//
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// Finally, this card can never drop (the drop rates are completely ignored),
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// and no card can transform into this card, if any of the following are true:
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// - type is SC_HUNTERS or SC_ARKZ
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// - card_class is BOSS_ATTACK_ACTION (0x23) or BOSS_TECH (0x24)
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// - rarity is E, D1, or D2
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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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// Remember the drop rates mentioned way back in the second paragraph of this
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// enormous comment? That's what this array stores.
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/* 009C */ parray<be_uint16_t, 2> drop_rates;
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/* 00A0 */ ptext<char, 0x14> en_name;
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