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RNG for encounter

Random valid interval for req. DB logs rolls so spam is easy to find.

If success, display modal with interface for catch RNG.

DB setup for drone storage

Drones will have power-ups:

  1. Overclock (more damage at more self-damage)
  2. Firmware refactor (higher temporary agility)
  3. Targeting overlay

However, their initial storage will require:

id (primary key)
type (foreign key) [aerial, subterranean, aquatic, nanite]
attack (float) - (base point to calculate with type and RNG)
defense (float) - (base point to calculate with type and RNG)
sp_attack (float) - (base point to calculate with specific entry) [skip one turn]

Type storage will be as follows:

id (primary key)
name (type name)
attack (calculate with type and RNG)
defense (calculate with type and RNG)

So the attack of the drone would be calculated through its type and its base attack level

Generate drone Loki with type aerial - attack @ (2.5 RNG with percentage cage, base + 3 type = 5.5)
Defense is calculated the same way
sp_attack is calculated with a larger cage base on the same base

RNG for item acquisition

DB schema for item storage is as follows:

id (primary)
name (name)
type (> backend dependent enum <)
value (multiplier base, subject to change)

RNG should be based on population density pre-calculated

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