Post by CommanderFOX on Mar 5, 2021 11:55:54 GMT 10
LVT(most likely stands for LevelTable) files in RE:REV1&2 are commonly used to store various variables in such as Raid Mode drop rates, enemy hp, level scaling and many other things that are then being parsed by the game. They do not contain strings, although a very few of them do, so it can get very difficult to find out the meaning of a value. Today we'll be looking at a drop rate lvt for raid mode. WeaponSlotRate.lvt to be specific. This file was a tough one for a long time, but I finally managed to find out all the values that contain the various + or - slot chances in RE:REV1 Raid Mode.
So let's get started, let's look at the header first, which is the same for most lvt files.
WeaponSlotRate.lvt
Now let's look at the interesting values, the ones that actually control the Slot drops.
As most drop rate files in rev1, the rates are set in floats. Now I have not tested which float is for (+2/+1/-1/-2) Slot chance.
Also as all drop rate files in both rev1&2, each set of table when added together the values have to be 100 or in this case 1.00.
(e.g. No."60": 0.1 + 0.25 + 0.4 + 0.15 + 0.1 = 1.00)
Looking at Table Number "60", the chance for a +2 slots surely is 0.1 or 10% while the counterpart -2 slots is 0.1 or 10% aswell.
Consoles only Table set "70" only exists in the latest console versions of the game, this set most likely controls the rates for the +3 slot chance for [BW] weapons.
lvt header, version and struct remains identical in both PC version and latest console ports.
Some lvt files like the ones for weapon level scaling also contain a Table set for each weapon level, in the console file there is another set that controls scaling to Lv51 for [BW] weapons.
Since I added the hex offset position for the floats, you can easily mess around with the slot rates by simply using an hex editor an jumping to the corresponding offsets. But always keep in mind that the total rate of a set always has to be 1.00 or 100, else there will be bugs and issues! Also note that rev1 reads most lvt files including this one from coop_table.arc so you will need to extract that first.
I hope most of you will find this useful!
So let's get started, let's look at the header first, which is the same for most lvt files.
WeaponSlotRate.lvt
<header>
<magic = [108, 118, 116, 49] name="lvt1">
<version = [0x4] value="2">
<unknown u8 = [0xC] value="6">
<TableList = [0x10] count="7">
<unknown vars = [0x14, 0x16, 0x18, 0x1A, 0x1C, 0x1E]>
The table list value usually stores how many "table sets" or list of items are in the file. Now let's look at the interesting values, the ones that actually control the Slot drops.
<Table No="10" [0x21]>
0.06 pos 0x26
0.1 pos 0x2B
0.4 pos 0x30
0.24 pos 0x35
0.2 pos 0x3A
<Table No="20" [0x3F]>
0.06 pos 0x44
0.14 pos 0x49
0.4 pos 0x4E
0.22 pos 0x53
0.18 pos 0x58
<Table No="30" [0x5D]>
0.06 pos 0x62
0.18 pos 0x67
0.4 pos 0x6C
0.2 pos 0x71
0.16 pos 0x76
<Table No="40" [0x7B]>
0.06 pos 0x80
0.22 pos 0x85
0.4 pos 0x8A
0.18 pos 0x8F
0.14 pos 0x94
<Table No="50" [0x99]>
0.08 pos 0x9E
0.24 pos 0xA3
0.4 pos 0xA8
0.16 pos 0xAD
0.12 pos 0xB2
<Table No="60" [0xB7]>
0.1 pos 0xBC
0.25 pos 0xC1
0.4 pos 0xC6
0.15 pos 0xCB
0.1 pos 0xD0
<CONSOLES ONLY:>
<Table No="70" [0xD5]>
0.09 pos 0xDA
0.22 pos 0xDF
0.41 pos 0xE4
0.14 pos 0xE9
0.14 pos 0xEE
As most drop rate files in rev1, the rates are set in floats. Now I have not tested which float is for (+2/+1/-1/-2) Slot chance.
Also as all drop rate files in both rev1&2, each set of table when added together the values have to be 100 or in this case 1.00.
(e.g. No."60": 0.1 + 0.25 + 0.4 + 0.15 + 0.1 = 1.00)
Looking at Table Number "60", the chance for a +2 slots surely is 0.1 or 10% while the counterpart -2 slots is 0.1 or 10% aswell.
Consoles only Table set "70" only exists in the latest console versions of the game, this set most likely controls the rates for the +3 slot chance for [BW] weapons.
lvt header, version and struct remains identical in both PC version and latest console ports.
Some lvt files like the ones for weapon level scaling also contain a Table set for each weapon level, in the console file there is another set that controls scaling to Lv51 for [BW] weapons.
Since I added the hex offset position for the floats, you can easily mess around with the slot rates by simply using an hex editor an jumping to the corresponding offsets. But always keep in mind that the total rate of a set always has to be 1.00 or 100, else there will be bugs and issues! Also note that rev1 reads most lvt files including this one from coop_table.arc so you will need to extract that first.
I hope most of you will find this useful!
