📜
TezoTrooperz Guide
  • Introduction
    • Preface
    • Fundamentals
  • Collection Concept
    • Presentation Portrait
    • Rarity Score & Metadata
    • Additional Statistics
  • The Alliance
    • Minting Instruction
    • The Core of the Resistance: Echo
    • Characters
      • Warrior
      • Long Range
      • Troop Leader
      • Queen & King
    • Distribution Model (visual)
    • Game Terminal (preview)
  • $REBL TOKEN ECONOMICS
    • $REBL Token & Allocation
    • Vesting Schedule
    • Token Circulation Model
    • Tax System
  • $REBL Token Utilities
    • Enrole New Trooperz (Gen-1)
    • Stake your $REBL Tokens
    • Send a Rescue Mission
    • Farming resources
    • Craft & Purchase Items
    • Marketplace
    • Lead the Offensive
    • Training Camp
  • Additional Info
    • Team & Advisors
    • DAO
    • Roadmap
    • TezoTrooperz's Universe
  • Technical Framework
    • Backend
    • Smart Contracts
    • Front
    • Oracles
  • Legal Mentions
    • Disclamer
Powered by GitBook
On this page
  1. Collection Concept

Rarity Score & Metadata

PreviousPresentation PortraitNextAdditional Statistics

Last updated 3 years ago

The randomness in the affectation of each attribute from each layer is what makes every TezoTrooperz unique.

Some NFTs will inherit more rare attributes from layers, and thus, their rarity score will be higher than others.

Let’s call L the list of all the layers.

L = { lBackground, lAura, lRank, lBody, lScar, lMouth, lFace, lJewelry, lEyes, lHelmet, lArmor }

Let’s call L’ the list of all the layers excluding lRank, lArmor, lHelmet, and lBody.

L’ = L \ { lRank, lArmor, lHelmet, lBody }

Note: using ‘l’ in front of names indicates that we are referring to the layers, and thus all the attributes included in this layer.

For the layers of one NFT, LNFT, we call lij the attributes of each layer of this NFT.

After the full 2.000 generation, for each attribute of each layer, we call nbOcc the number of occurrences of this attribute within the full collection.

For any attribute of any layer, the occurrence percent of this attribute is:

∀ i ∈ L,∀ j ∈ l p(lij) = nbOcc / totalsupply

The Rarity Score value is defined by the following:

In this case, we assign a weight of 5 to the layer Rank, 3 to the layer Armor, 2 to the layer Helmet, and 1.5 to the Body in order to make them more valuable compared to the other layers.

Indeed, the ‘Rank’ will have an important value within the game mechanics. Armor, Helmet, and Body are the layers with the most design impact and also with the highest number of attributes.

It makes great sense to us to assign a superior weight to those layers in order to make the Rarity Score more meaningful.