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PawnXIIX
09-26-2012, 03:25 AM
Okay well, I found some interesting things in the new data and some things that people seem to not know. If I do walk over something that has been known I apologize but hey, at least it's all covered in one post.

This is a work in progress. At this point i've been typing for maybe 2 hours straight so I will right back on this later on today :D

.:|Max Fight RP|:.
There is a guaranteed minimum of 1RP rewarded from fights for every play at any level. All levels are inclusive

Levels 1 - 20 | Max Reward : 2 RP
Levels 21 - 40 | Max Reward : 3 RP
Levels 41 - 60 | Max Reward : 4 RP
Levels 61 - 80 | Max Reward : 5 RP
Levels 81 - 100 | Max Reward : 6 RP
Levels 101 - 120 | Max Reward : 7 RP
Levels 121 - 140 | Max Reward : 8 RP
Levels 141 - 160 | Max Reward : 9 RP
Levels 161 - 180 | Max Reward : 10 RP
Levels 181 - 200 | Max Reward : 11 RP

.:|Max Fight XP|:.
There is a guaranteed minimum of 1XP per fight. All levels are inclusive.

Levels 1 - 5 | Max XP : 5 XP
Levels 6 - 9 | Max XP: 6 XP
Levels 10 - 14 | Max XP: 8 XP
Levels 15 - 19 | Max XP: 9 XP
Levels 20 - 29 | Max XP: 10 XP
Levels 30 - 39 | Max XP: 11 XP
Levels 40 - 49 | Max XP: 12 XP
Levels 50 - 59 | Max XP: 13 XP
Levels 60 - 69 | Max XP: 14 XP
Levels 70 - 79 | Max XP: 15 XP
Levels 80 - 89 | Max XP: 16 XP
Levels 90 - 99 | Max XP: 17 XP
Levels 100 - 109 | Max XP: 18 XP
Levels 110 - 119 | Max XP: 19 XP
Levels 120 - 129 | Max XP: 20 XP
Levels 130 - 139 | Max XP: 21 XP
Levels 140 - 149 | Max XP: 22 XP
Levels 150 - 159 | Max XP: 23 XP
Levels 160 - 169 | Max XP: 24 XP
Levels 170 - 179 | Max XP: 25 XP
Levels 180 - 189 | Max XP: 26 XP
Levels 190 - 200 | Max XP: 27 XP

.:|Max Fight Money Dropped|:.
The maximum money a player will drop at a particular level per successful attack. This number is completely independent of how much money that player currently has on hand. If the player has more than the maximum amount they can drop per attack, they will drop the maximum number as defined by their level in this list.

Level 1 - $50
Level 2 - $100
Level 3 - $150
Level 4 - $200
Level 5 - $250
Level 6 - $300
Level 7 - $350
Level 8 - $400
Level 9 - $550
Level 10 - $750
Level 11 - $1000
Level 12 - $1250
Level 13 - $1500
Level 14 - $2000
Level 15 - $2500
Level 16 - $3000
Level 17 - $3500
Level 18 - $4000
Level 19 - $5000
Level 20 - $6000
Level 21 - $7000
Level 22 - $8000
Level 23 - $9000
Level 24 - $10000
Level 25 - $11500
Level 26 - $13000
Level 27 - $15000
Level 28 - $17000
Level 29 - $19000
Level 30 - $20000
Level 31 - $21000
Level 32 - $22000
Level 33 - $23000
Level 34 - $24000
Level 35 - $25000
Level 36 - $26000
Level 37 - $27000
Level 38 - $28000
Level 39 - $29000
Level 40-200 - $30000

.:|Minimum Fight Cooldown|:.
Yes! This fluctuates depending on the players level in a very strange way. This is the time that the player is "too beat up" to continue fighting.

Levels 1 - 8 | 3 Hours Cooldown
Levels 8 - 200 | 2 Hours Cooldown

.:|Max Fights|:.
This is the number of fights that can be done on the opposing players depending on their level before they are "too beat up". These numbers are inclusive.

Levels 1 - 11 | 3 Fights
Levels 12 - 20 | 5 Fights
Levels 21 - 30 | 6 Fights
Levels 31 - 35 | 7 Fights
Levels 36 - 40 | 8 Fights
Levels 41 - 45 | 9 Fights
Levels 46 - 200 | 10 Fights

.:|Exact Money Building Defense Values|:.
These are listed from lowest to highest. These are defined in a file which has all buildings, even ones that aren't available but still have respect values for robbing them. Apparently we have a Parking Garage building which you can rob 7 RP minimum from. Who knew?

Gold Buildings:

Empire Theater - 1
Gingerbread House - 1
Techno Club - 1
Basketball Court - 5
Ice Cream Shop - 22
Mansion - 28
Carousel - 41
Cowboy Casino - 45
Sushi Bar - 48
Modern Art Museum - 55
Chicken And Waffles - 59
Adult Movie Theater - 65
Smoke Shop - 68
Anchor Imports - 72
Gaming Parlor - 73
Zeus Theater - 75
Blues Club - 80
Church - 80
Jazz Club - 80
Wedding Chapel - 86
Rock Cafe - 92
Pirate Tavern - 97
Gentleman's Club - 103
Palm Hotel - 108

Cash Buildings:

Souvenir Store - 1
House - 2
Laundromat - 2
Pizza Parlor - 2
Gas Station - 3
Tattoo Parlor - 6
Pawn Shop - 8
Deli - 12
Brownstone - 15
Gun Shop - 20
Diner - 21
Barbershop - 26
T-Shirt Stand - 27
Electronics Store - 28
Warehouse - 30
Arcade - 32
Fish Store - 35
Chinese Restaurant - 36
Clothing Store - 38
Bagel Shop - 40
Meat Factory - 42
History Museum - 44
Sports Bar - 45
Collection Agency - 46
Magic Playhouse - 47
Seafood Restaurant - 48
Shoe Store - 50
Dominican Restaurant - 51
Movie Theater - 52
Wholesale Warehouse - 53
Internet Company - 54
Comedy Club - 55
Fancy Restaurant - 55
Beachside Inn - 56
Art House Cinema - 57
Flower Shop - 58
Loft - 60
Beach Nightclub - 61
Crematorium - 62
Underboss House - 64
Russian Restaurant - 66
Modern Loft - 68
French Restaurant - 70
Condos - 72
Credit Agency - 74
Hotel - 76
Office Building - 78
Nightclub - 80
Casino - 82
Upscale Club - 90

.:|"Fictional" item category|:.

Every item in the data has a category, whether it be "guns", "melee", "explosive", ect. Contrary to what I had previously believed there is another category that is not completely visible to us, and that is the "fictional" item category. I stumbled across these while looking for other items that were consumable besides explosives and it turns out that most of these are consumable except for one.



{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 159, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "IllegalShipment", "diminish_percent": 0.0, "plural_name": "Illegal Shipment", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Illegal Shipment", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 160, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "HiredMuscle", "diminish_percent": 0.0, "plural_name": "Hired Muscle", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Hired Muscle", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 161, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "CarParts", "diminish_percent": 0.0, "plural_name": "Car Parts", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Car Parts", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 162, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "false", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "CourtDocuments", "diminish_percent": 0.0, "plural_name": "Court Documents", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Court Documents", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 163, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "Package", "diminish_percent": 0.0, "plural_name": "Package2", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Package2", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 164, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "BlackmailPhotos", "diminish_percent": 0.0, "plural_name": "Blackmail Photos", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Blackmail Photos", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 165, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "LiquorBottle", "diminish_percent": 0.0, "plural_name": "Liquor Bottle", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Liquor Bottle", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 166, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "RivalHQSecurityCode", "diminish_percent": 0.0, "plural_name": "Rival HQ Security Code", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Rival HQ Security Code", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 167, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "WeaponsShipment", "diminish_percent": 0.0, "plural_name": "Weapons Shipment", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Weapons Shipment", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 168, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "Camera", "diminish_percent": 0.0, "plural_name": "Camera", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Camera", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},
{"consume_percent": 0.0, "steel_cost": null, "defense": 0, "money_cost": 0, "duration": null, "id": 169, "gold_cost": null, "respect_cost": null, "attack": 0, "is_consumable": "true", "type": "fictional", "start_date": "1969-12-31 16:00:00", "base_cache_key": "StolenJewelry", "diminish_percent": 0.0, "plural_name": "Stolen Jewelry", "is_available": "true", "unlock_level": 1, "is_loot": "false", "effective_level": 0, "name": "Stolen Jewelry", "min_clan_size": 0, "display_order": 999, "is_limited": "false", "in_store": "false", "set_id": null},


I expect these to be an upcoming item in a future event? I've never heard of these items, or maybe they are very old. These could also be data specific items. There's about 5 different names for grenades in this file.

.:|Every Money/Defense Building Available|:.
This is a list of every money building that has a boolean value of "is_player_building" set to "true". There are a few instances where these aren't available buildings, and I can call out one right away which is the "tenement".



Pizza Parlor
Pawn Shop
Laundromat
Deli
Bar
Mini Mart
Apartments
Diner
Meat Factory
Gas Station
Hotel
Warehouse
Office Building
Chop Shop
Casino
Nightclub
Tenement
House
Condos
Italian Restaurant
Tattoo Parlor
Chinese Restaurant
Sports Bar
Flower Shop
French Restaurant
Adult Store
Boutique
Brownstone
Credit Express
Steak House
Art Gallery
Gentleman s
Loft
Clothing Store
Russian Restaurant
Movie Theater
Shoe Store
Pet Shop
Nail Salon
Guard Tower
Safehouse
Bodega
Basketball Court
Rundown Apartments
Hideout
Office Complex
Palm Hotel
Gaming Parlor
Techno Club
Adult Movie
Jazz Club
Hot Dog
Arcade
Carousel
Modern Loft
Ice Cream
Souvenir Store
Sushi Bar
Wedding Chapel
Collection Agency
Empire Theater
Fancy Restaurant
Underboss
Chicken and
Seafood Restaurant
Crab Shack
Barbershop
Surf Shop
Pirate Tavern
Credit Agency
Cowboy Casino
Modern Art
Electronics Store
Bagel Shop
Zeus Theater
Rock Cafe
Mansion
Fish Store
Crematorium
Church
Smoke Shop
Gun Shop
History Museum
Internet Company
Anchor Imports
Blues Club
Dominican Restaurant
Wholesale Warehouse
Comedy Club
Beachside Inn
Beach Nightclub
Upscale Club
Gingerbread House
T shirt
Art House
Magic Playhouse
Abandoned Building
Bodyguard Agency
Machine Gun
Armory
Muay Thai
Chemical Plant
Gatling Turret
Reinforced Tower
Sniper s
Security Center
Municipal Police
Surveillance Center
Missile Turret
Guided Missile

Burn
09-26-2012, 03:37 AM
Nice info on building defence, props.

Maybe next time you get bored... info on Defence buildings? I remember reading recently that someone got a reply from Gree support suggesting that defence buildings stats had been changed. Would be good to have something definitive on their effect, and numbers, when defending fights, and robs.

Populouspapa
09-26-2012, 03:51 AM
If I remember correct fictional haven't been used in CC ios version and its old.. xplat stuff

PawnXIIX
09-26-2012, 06:03 AM
Nice info on building defence, props.

Maybe next time you get bored... info on Defence buildings? I remember reading recently that someone got a reply from Gree support suggesting that defence buildings stats had been changed. Would be good to have something definitive on their effect, and numbers, when defending fights, and robs.

I'll look into it, there's plenty of stuff to look into :D

Murda
09-26-2012, 07:57 AM
Nice peek behind the curtain. I applaud the effort. I'd also love to see what the matrix says about defense buildings

nopenopenope
09-26-2012, 09:13 AM
We've had money defense bldg values for sometime now, but I don't get the max RP values you have listed. Are you saying max RP gain from an attack is 11 at lvl 200? Because I could swear I've seen RP around 20 on individual wins.

Burn
09-26-2012, 09:20 AM
Diamong Sig +1 R, Devils Take Down + 40% R

Plus other possible R multipliers that I don't have / don't know about.

nopenopenope
09-26-2012, 09:24 AM
Diamong Sig +1 R, Devils Take Down + 40% RPlus other possible R multipliers that I don't have / don't know about.Don't have any modifiers of any kind.

Vile Lynn
09-26-2012, 11:18 AM
Diamong Sig +1 R, Devils Take Down + 40% R

Plus other possible R multipliers that I don't have / don't know about.

I have the DTD & I thought it gave +5 energy/min (65% faster energy refill), not extra R.

Vile Lynn
09-26-2012, 11:19 AM
Pawn - awesome info! Thanks for posting!

mxz
09-26-2012, 12:26 PM
Fictionals have been there for some time, I believe. The .json files are relatively new, though, and I'm not 100% sure they're used. At least on iOS, I've only confirmed plists are called for and downloaded. Could be an android thing, but since they popped up relatively recently I was assuming they were used for testing. Haven't looked into whether they're different from the plist content (other than format). May be a good job for someone to run a diff on the content.

Burn
09-26-2012, 12:28 PM
I have the DTD & I thought it gave +5 energy/min (65% faster energy refill), not extra R.

Sorry, my mistake, Midas Machine Gun

PawnXIIX
09-26-2012, 04:03 PM
{"base_rob_stamina": 1, "angles": "NE,NW,SE,SW", "level2_hours_to_upgrade": 18.0, "hours_to_construct": 48.0, "level7_hours_to_upgrade": 103.194, "is_limited": 0, "defense": 80, "money_cost": 500000, "duration": null, "base_hours_to_output": 0.0, "id": 13013, "gold_cost": null, "level8_hours_to_upgrade": 123.833, "asset_data": "SW,55.425,39.262,SE,53.887,38.137,NW,56.55,63.262, NE,48.0,67.012", "base_rob_respect": 1, "image_width": 80, "respect_cost": null, "base_upgrade_gold_cost": 10, "iso_width": 2, "base_hours_to_upgrade": 0.0, "special_display_order": null, "level6_hours_to_upgrade": 79.38, "min_clan_size": 0, "start_date": null, "base_cache_key": "MBMissileTurret", "iso_length": 2, "base_rob_xp": 1, "no_resources_on_construction": 0, "level4_hours_to_upgrade": 40.5, "output_type": "defense", "in_store": "true", "is_available": "true", "level10_hours_to_upgrade": 156.648, "unlock_level": 115, "item_defense": 42, "max_ownable": 50, "upgrade_resource_increment": 0.2, "name": "Missile Turret", "rob_respect_drop_chance": 1.0, "max_upgrade_rank": 10, "is_player_building": "true", "level9_hours_to_upgrade": 142.408, "output_item_id": null, "image_height": 65, "upgrade_harvest_percent_add": 0.5, "level3_hours_to_upgrade": 27.0, "level5_hours_to_upgrade": 56.7, "display_order": 1055, "base_output_qty": 0},

According to this block of code which deals with the "Missile Turret" it claims to have 2 separate defense values which is strange.

int defense - 80
int item_defense - 42

I'm confused about what the 80 might mean and now this probably means I need to re-word the money building defense values because i used defense instead of item_defense ._.

nopenopenope
09-26-2012, 05:08 PM
I'm confused about what the 80 might mean and now this probably means I need to re-word the money building defense values because i used defense instead of item_defense ._.

The money building defense values are the same as Lars extracted previously.

http://www.funzio.com/forum/showthread.php?36507-Defense-Buildings&p=303814&viewfull=1#post303814

Swearengen
09-26-2012, 05:43 PM
Great work man, very valuable data...

PawnXIIX
09-26-2012, 08:51 PM
The money building defense values are the same as Lars extracted previously.

http://www.funzio.com/forum/showthread.php?36507-Defense-Buildings&p=303814&viewfull=1#post303814

Yeah I remember that topic :) Good to see that I did my work correctly since I can back this up with previous research :D

But what does the 80 defense stand for? It has 2 values of defense: 42 and 80. What does that mean? D:

nopenopenope
09-26-2012, 10:00 PM
Are the item_defense values of the other defense buildings approximately half their base defense value also?

Or provide some datasets from other buildings as well. more data please nom nom nom

Brooklyn Boy
09-26-2012, 10:42 PM
Just want to say, and I'm sure I'm speaking for a lot of others that the info that Pawn & Mxz have provided is both appreciated and informative. It's cool For people who don't know much about programing to see things you ordinarily wouldn't. Thank you very much for th time and effort!

PawnXIIX
09-27-2012, 12:04 AM
Just want to say, and I'm sure I'm speaking for a lot of others that the info that Pawn & Mxz have provided is both appreciated and informative. It's cool For people who don't know much about programing to see things you ordinarily wouldn't. Thank you very much for th time and effort!

I also found a part in the levels where there is a multiplier added for your defense in a similar manner to your attack. It looks like it follows the same function of attack. It starts at 1.09*stat at level 1, and ends up giving a bonus of 10*defense stat at level 100 and stays constant until level 200.

Populouspapa
09-27-2012, 12:19 AM
Maybe..

Defense is the buildings defense when robbing, i.e not used
Item defense is added to Hood defense.

To My knowledge theres no way of telling what defense the buildings have above lvl 1 from the json/plist. for defense building i think they use the "actual harvest" value but that should probably be tested. (actual d and profile d)

PawnXIIX
09-27-2012, 12:21 AM
To My knowledge theres no way of telling what defense the buildings have above lvl 1 from the json/plist. for defense building i think they use the "actual harvest" value but that should probably be tested. (actual d and profile d)

I'd expect most of those numbers to be applied behind the scenes :( That's going to be hard to examine if we're trying to get a difference of values from two similar numbers D:

Populouspapa
09-27-2012, 12:34 AM
Maybe

1. Defender: Build tower
2. Attk and Check values
3. Upgrade tower
4. Goto 2.

The "harvest" does add upp correct on profile but to lazy check in actual fighting..

PawnXIIX
09-27-2012, 12:58 AM
Maybe

1. Defender: Build tower
2. Attk and Check values
3. Upgrade tower
4. Goto 2.

The "harvest" does add upp correct on profile but to lazy check in actual fighting..

Ah, I thought you were talking about the defense of the money buildings :p