class_name EventDef extends RefCounted # ============================================================================ # EventDef —— 事件数据行(架构 §4.4;[B§7]) # # 事件倍率走独立瞬时区,不进全局乘区([B§0.3/§7])。出现前提 = # up_gate_events(过 H2)。参数列按 type 取用: # output_mult p_mult = 全产出倍率(百鬼夜行 ×5) # click_challenge p_clicks = 窗口内需点击次数;p_window_sec = 窗口; # p_penalty = 失败惩罚倍率(-50%);p_penalty_dur_sec = 持续 # (失败目标 = 随机已解锁班底,工程裁定 P-9) # choice opt_a = 超度(merit_burst_sec:阴德 = 产出/s × 秒数); # opt_b = 吞噬(wrath_gain:冤气 = lerp(p_clicks, p_window_sec, # 殿序进度));超时默认 opt_a([B§7]) # click_output_mult p_clicks = 点击倍率;p_mult = 产出倍率(天狗食月 ×10/×2) # # EventDirector 运行时为 W3 交付;本文件 + events.csv 先行落定数据。 # ============================================================================ var id: String # "ev_01_baigui" var name_cn: String var name_en: String # 临时译名,待文策渊 glossary var trigger_min_min: float # 触发间隔下限(分钟) var trigger_max_min: float # 触发间隔上限(分钟,含) var duration_sec: float # 持续秒数(choice 为非阻塞决策窗) var type: String # output_mult/click_challenge/choice/click_output_mult var p_mult: float var p_clicks: float var p_window_sec: float var p_penalty: float var p_penalty_dur_sec: float var opt_a_type: String # none/merit_burst_sec/wrath_gain var opt_a_param: float var opt_b_type: String var opt_b_param: float var flavor_cn: String