How the in-run Star / SuperStar field collectibles are distributed in Claw Master, whether spawns are random, and what they're spent on. Both are CurrencyItemConfig wallet currencies earned and spent inside a run — there is no separate meta "Star" currency, and the meta "Star Trail" feature does not consume them (see §4).
EnemyWaveData.Drops is a fixed list of {ItemConfig, int Amount} (no weight/chance). Spawned as grabbable field items by LevelSpawnDropsAbility.Spawn(...) and collected via HoldGrabAbility.CreateGrab. e.g. Enchanted Forest wave 1 = Star ×2. FACTEnemyDropConfig has two instances — "Default" (Common enemies) and "Super" (Super enemies) — each a weighted EnemyDropTable[] (Item, Weight, Limit + Min/MaxCount). Both include Star at Weight 1.0. FACT (kill-drop = the path; method bodies stripped) INFERGrabCarrier_Bat is a moving carrier spawned by LevelSpawnGrabCarrierAbility; 47 waves list one. In the extracted data carriers bind no star payload, so their star contribution is UNKNOWN.Stars skill grants IncreaseCurrencyEffectConfig "Get 3 Stars" — picking it adds +3 Star to the wallet directly (not a field spawn). FACTEnemyDropData = {ItemConfig, int Amount} only — placement and amount are deterministic per wave. FACTEnemyDropTable has float Weight + int Limit; Star = Weight 1.0 in both tables. Exact roll count (Min/MaxCount) is ambiguous in the byte dump, so the resulting per-kill probability is UNKNOWN.ModifyItemSpawnChanceEffectConfig / ModifyItemSpawnChanceBonusData let skills/relics multiply a given item's field-spawn chance at runtime. Whether any ship-default targets Star is UNKNOWN.Recomputed here directly from biome_waves_detailed.json drops (item = Star / SuperStar), in play order. Amounts are fixed small integers (Star 1–2, SuperStar 1); the final ~3 waves of each biome (boss/clear) drop nothing. Kill-table, carrier and skill stars are extra and not counted here.
| # | Biome | Waves | Star | SuperStar |
|---|---|---|---|---|
| 1 | Enchanted Forest | 10 | 8 | 2 |
| 2 | Mystic Woods | 15 | 13 | 3 |
| 3 | Frozen Tundra | 10 | 9 | 2 |
| 4 | Crystal Caves | 15 | 13 | 3 |
| 5 | Molten Fields | 10 | 9 | 2 |
| 6 | Clockwork Factory | 15 | 13 | 3 |
| 7 | Desert Oasis | 10 | 8 | 2 |
| 8 | Abandoned City | 15 | 13 | 3 |
| 9 | Poisonous Marsh | 10 | 9 | 2 |
| 10 | Glacial Peaks | 15 | 13 | 3 |
| 11 | Scrapyard | 10 | 8 | 2 |
| 12 | Blazing Caves | 15 | 13 | 3 |
| 13 | Dark Catacombs | 10 | 9 | 2 |
| 14 | Ancient Ruins | 15 | 13 | 3 |
| 15 | Neon District | 10 | 8 | 2 |
| 16 | Ghostly Swamp | 15 | 13 | 3 |
| TOTAL | 200 | 172 | 40 |
Field Star / SuperStar are an in-run shop currency spent at the mid-run Vendor. Star buys common offers; SuperStar buys the premium/defensive ones. (The Vendor also has Gem-priced offers — HoneyPot, Book, StarPack, Cheese=revive — and reroll costs 1 RerollCoin.)
| Offer | Cost | Effect |
|---|---|---|
| Acorn | Star ×1 | heal once (HealOnceBonusData) |
| Fork | Star ×1 | +damage |
| PepperBomb | Star ×1 | +ammo damage |
| BulletPocket | Star ×1 | +ammo |
| Garlic | Star ×1 | +damage |
| BerryJam | Star ×1 | +heal items |
| Cake | Star ×2 | +damage |
| Soup | Star ×2 | heal once |
| Chitin | SuperStar ×1 | −received damage |
| DogCollar | SuperStar ×1 | +claw size |
| Shovel | SuperStar ×1 | +bonus refill height |
StarTrailConfig, namespace Game.Meta.GemMelter) is a separate time-gated ladder using a StarDustConfig point currency with goal thresholds (200, 450, 800 … up to ~16,950) paying out Coins / RerollCoin / Tower&Dungeon tickets / ResurrectionStone / RelicKey — never Star/SuperStar. Whether its points are literally the field stars or a hidden "StarDust" balance is UNKNOWN (no CurrencyConfig(StarDust) instance appears in the dumps). Treat Star Trail as meta, separate from the in-run star loop.ConversionConfig (which only converts Gem → HeroCredit/Coin/Energy/HeroCard).MetaUpgradeRanksConfig has no "StarsRequired" field. Any "stars to rank up" framing is wrong.