+ This article is my personal notes on Umamusume's master data, a.k.a. master.mdb or just "the mdb." Most of the notes are + oriented toward my work on this website. It is an in-progress translation of my broader but more sparse notes + into a more agreeable, navigable, and consistent form. +
+
+ master.mdb is an SQLite database that the game downloads to your device. On Windows, you can find it at
+ Generally speaking, I am only documenting what I feel is important, both in terms of tables and columns. That does + occasionally include documenting some things as being unimportant. +
++ Roughly speaking, master data contains all the numbers needed to display the game's user interface, including during races. + Skill data, support card effects, Grand Concert lesson definitions, and so on are in there. If trying to access some data + in-game shows a "Connecting..." indicator while it loads, it probably isn't in the mdb. Notably, this includes everything + related to career event outcomes. (Event information on sites like GameTora and GameWith are massive crowd-sourced efforts.) +
+
+ This document is oriented toward programmers with understanding of SQL databases. Mentions of
+ The
Some important categories:
+-
+
- 6 is character names, 4 is [variant] character name, 5 is [variant], 14 is clothing names. +
- 47 is skill names, 48 is skill descriptions. +
- 75 is support card names including variant, 76 is support card variant, 77 is support card character. +
- 147 is spark names, 172 is spark descriptions. +
- 33 is race name by race ID, 28 is race name by race instance ID, 31 is race courses, 111 is saddle names. +
- 65 is player titles, 66 is title descriptions. +
-
+ 119 is scenario full titles (e.g.
The Beginning: URA Finale ), 120 is scenario descriptions, 237 is scenario + names (e.g.URA Finale ). +
+ - 130 is epithet names, 131 is epithet descriptions. +
+ Other categories are usually easy enough to figure out by inspection. Text data categories have proper names given in
+ Relevant
+ Queries should join with
-
+
- Support card ID is just
id .
+ -
+
chara_id links to character. Implements the "no supporting yourself" and "no duplicated characters" rules. +
+ rarity is 1 for R, 2 for SR, 3 for SSR.
+ exchange_item_id is the type of item you get for exchanging duplicates.
+ effect_table_id joinssupport_card_effect_table .
+ unique_effect_id joinssupport_card_unique_effect .
+ -
+
command_type is generally 1 for normal support cards and 0 for pals and groups, but Throne is 1 as well. Probably + not important. +
+ -
+
command_id gives the specialty type: 101 for speed, 102 for power, 103 for guts, 105 for stamina, 106 for wit, 0 + for pal and group. There is no 104. +
+ support_card_type is 1 for normal cards, 2 for pal, 3 for group.
+ -
+
skill_set_id gives the hint list viasupport_card_data sc JOIN single_mode_hint_gain h ON sc.skill_set_id = h.hint_id AND sc.support_card_id = + h.support_card_id . Given that you have to use the support card ID anyway, this seems redundant. +
+ outing_max is the number of recreation events with the card, for pals and groups.
+ effect_id is the specific instance of Pure Passion the card can grant, for groups.
+
+
-
+
id joins with support card ID.
+ -
+
type is the stat type (text_data category 151): ++ +
++ + + + {#each supportCardEffects as [typ, name] (typ)} +Type ID +Effect ++ + {/each} + +{typ} +{name} +
+ -
+
init is the card's value at level 1, then there are subsequentlimit_lv5 ,limit_lv10 , + &c. up tolimit_lv50 . Each value is either a threshold value for the corresponding level, or -1 to indicate + that the value should interpolate per level between the previous positive value (defaulting to 0) and the next (defaulting + to no interpolation). +
+
Unique effect data is in
-
+
-
+
id joins withsupport_card_data.unique_effect_id , but it's also always the same as the support + card ID, never deduplicated or anything. (This ID is also used for unique effect name lookup, after all.) +
+ lv gives the level at which the unique effect becomes active, one of 25, 30, 35, or 40.
+ -
+
type_0 andtype_1 give the effect type ID with the corresponding magnitude invalue_0 or +value_1 , largely same as forsupport_card_effect_table.type . However, there are some extra types: +-
+
-
+ 101 is a friendship gauge check.
value_0 is the threshold value, and thenvalue_0_1 andvalue_0_3 give the effects that become active at that threshold with their magnitudes invalue_0_2 andvalue_0_4 , respectively. +
+ -
+ 102 is Guts Bakushin's special effect of Training Effectiveness (magnitude in
value_0_1 ) when both above a + friendship threshold (value_0 ) and not on her own specialty. +
+ -
+ 103 is Agnes Ditigal's special effect of Training Effectiveness (magnitude in
value_0_1 ) when the deck has + at leastvalue_0 different colors. +
+ -
+ 104 is Narita Top Road's special effect of Training Effectiveness of maximum magnitude
value_0_1 divided by each + group ofvalue_0 fans. +
+ -
+ 105 is +
value_0 initial stat to the specialty of each card in the deck and +value_0 initial all + stats per pal and group card. +
+ -
+ 106 is stacking effect per rainbow training, where
value_0 is the maximum number of stacks,value_0_1 is the effect type granted by the stack, andvalue_0_2 is the value per stack. +
+ -
+ 107 is scaling with how low energy is.
value_0 is obviously the effect type ID that scales, but the other parameters + are unclear. Currently only Bamboo Memory Guts has this, withvalue_0_1⪙4 being (10, 30, 15, 5). +
+ -
+ 108 is scaling with maximum energy. Similar to 107,
value_0 is the effect type ID that scales, but the rest is + unclear, with values of (100, 75, 5, 20) for Pearl. +
+ -
+ 109 is scaling with total friendship across all cards.
value_0 is the effect type ID that scales,value_0_1 is the amount of bond required to increase the effect by 1. +
+ -
+ 110 is scaling with the number of cards at the training.
value_0 is the effect type ID that scales,value_0_1 is the amount per card. +
+ -
+ 110 is scaling with the number of cards at the training.
value_0 is the effect type ID that scales,value_0_1 is the amount per card. +
+ -
+ 111 is scaling with training facility level.
value_0 is the effect type ID that scales,value_0_1 is the amount per level. +
+ - 112 is Nakayama Festa Wit's 20% chance to disable failure chance. +
-
+ 113 is an additional effect active for rainbow training.
value_0 is the additional effect ID,value_0_1 is its value. +
+
+ -
+ 101 is a friendship gauge check.
-
+
idle_mode_sub_rate is uncertain, but it is likely related to Independent Training (called idle single mode internally, + where "single mode" is in turn the internal name for career). It takes only a few values: +-
+
- For unique effects that don't vary, it is always 0. +
- For those that vary with the deck composition (Agnes Digital, Satono Diamond Wit), it is 10. +
- For effects that activate with 80+ friendship, it has a value of 20. +
- + For 100+ friendship effects, fan count scaling, rainbow training stacking effects, effects scaling with energy or max + energy, scaling with number of cards trained with, scaling with training level, and scaling with total deck friendship, + it has a value of 30. + +
+