horsegen: generate sparks
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@@ -24,6 +24,11 @@ factor_type:
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- 5 race
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- 4 skill
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- 6 scenario
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- 7 carnival bonus
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- 10 surface gene (white, on jp)
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- 8 distance gene (white)
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- 11 style gene (white)
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- 9 hidden (white, for things like many wins in west japan, summer sprint series, &c.)
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- 3 unique
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target_type:
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@@ -32,6 +37,8 @@ target_type:
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- 3 power
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- 4 guts
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- 5 wit
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- 6 skill points
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- 7 random stat; value 1 is amount, value 2 is always 1?
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- 11 turf; value 1 is number of levels (1 or 2), value 2 is 0
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- 12 dirt
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- 21 front
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@@ -42,7 +49,15 @@ target_type:
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- 32 mile
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- 33 medium
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- 34 long
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- 41 is skill; value 1 is skill id, value 2 is hint level (1-5)
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- 41 skill; value 1 is skill id, value 2 is hint level (1-5)
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- 51 carnival bonus; value 1 is skill id, value 2 is 1
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- 61 speed cap; value 1 is presumably amount but the numbers are very small, 1-4; value 2 is 0
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- 62 stam cap
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- 63 power cap
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- 64 guts cap
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- 65 wit cap
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grade is 2 for unique sparks and 1 otherwise.
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every possible result has a row in succession_factor_effect.
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effect_id distinguishes possibilities; factors with multiple effects (race and scenario sparks) have multiple rows with equal effect_id.
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