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