卡①T8(核心数据面结构收敛批): adventure_table拆段+.tres等值迁移——三段件建件(AdventureQuotaSegment 13/ValueSegment 13/CapSegment 9,段内槽名逐字不动)+宿主44→12(3段成员+9 knob留置)+curio_quota/curio_value/curio_cap三访问器签名与返回语义逐字(内部改读段成员,未列组合=0/缺省99语义保持)+adventure.tres等值迁移(22在册值逐槽照抄嵌套段sub_resource,单.tres保持;rap/time_sand与cap缺省槽保持缺省语义)+测试改址4处(adventure_feats:206读段路径/pool_case_d:164:165:190段路径读写,断言语义不变);表值等值载体=deck_total结构锚+访问器全组合读数[用户运行验证]
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## 冒险表·已拿上限段(K4′ 拆段——curio_cap_* 9 槽随段件嵌套;段内槽名逐字不动;
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## 概率与上限解耦〔奇物.md 池结构案D〕——概率位=档+令牌数、上限=本字段〔拿了才计、刷出不计〕;
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## cap 满后该 kind 从候选视图剔除〔提前退役〕。99=实质无上限占位,实数归调参;专长 cap 在 feats.tres 行字段)。
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class_name AdventureCapSegment
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extends Resource
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@export var curio_cap_attack: int = 99 # [1,99]
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@export var curio_cap_max_hp: int = 99 # [1,99]
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@export var curio_cap_armor: int = 99 # [1,99]
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@export var curio_cap_gp: int = 99 # [1,99]
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@export var curio_cap_ap: int = 99 # [1,99]
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@export var curio_cap_heal: int = 99 # [1,99]
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@export var curio_cap_refresh: int = 99 # [1,99]
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@export var curio_cap_rap: int = 99 # [1,99]
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@export var curio_cap_time_sand: int = 99 # [1,99]
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@@ -0,0 +1,18 @@
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## 冒险表·令牌配额段(K4′ 拆段——curio_quota_* 13 槽随段件嵌套;段内槽名逐字不动;
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## 嵌套段单 .tres 保持——形态同 settlement_table 拆段既裁)。kind/tier 词表与配额结构锚留宿主。
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class_name AdventureQuotaSegment
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extends Resource
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@export var curio_quota_attack_common: int = 18 # [0,99]
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@export var curio_quota_attack_excellent: int = 5 # [0,99]
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@export var curio_quota_max_hp_common: int = 17 # [0,99]
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@export var curio_quota_max_hp_excellent: int = 5 # [0,99]
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@export var curio_quota_armor_common: int = 17 # [0,99]
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@export var curio_quota_armor_excellent: int = 5 # [0,99]
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@export var curio_quota_gp_common: int = 18 # [0,99]
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@export var curio_quota_gp_excellent: int = 5 # [0,99]
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@export var curio_quota_heal_excellent: int = 3 # [0,99]——恢复件(refresh 挤占 2 席位,总量 102 锚不变)
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@export var curio_quota_refresh_excellent: int = 2 # [0,99]——刷新次数件(补给类成员;provisional 归曲线调参)
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@export var curio_quota_ap_rare: int = 3 # [0,99]——AP 件(稀有档)
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@export var curio_quota_rap_rare: int = 2 # [0,99]——储备金袋(投放 provisional 归调参)
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@export var curio_quota_time_sand_rare: int = 2 # [0,99]——时沙(投放 provisional 归调参)
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@@ -45,49 +45,11 @@ const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 7, "legendary": 0}
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@export var shop_refresh_cost_base: int = 20 # [1,999] knob(MC-1 provisional——GP 刷新基价)
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@export var shop_refresh_cost_curve: float = 1.8 # [1.0,4.0] knob(MC-1 provisional——按已付费刷新数幂曲线,A 链同族)
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# —— 令牌配额(kind × tier 计数;未列组合 = 0。四级档名 common/excellent/rare/legendary
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# 承袭同一物理位序〔70/25/7/0〕;各 kind 现值见行注默认)——
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@export var curio_quota_attack_common: int = 18 # [0,99]
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@export var curio_quota_attack_excellent: int = 5 # [0,99]
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@export var curio_quota_max_hp_common: int = 17 # [0,99]
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@export var curio_quota_max_hp_excellent: int = 5 # [0,99]
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@export var curio_quota_armor_common: int = 17 # [0,99]
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@export var curio_quota_armor_excellent: int = 5 # [0,99]
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@export var curio_quota_gp_common: int = 18 # [0,99]
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@export var curio_quota_gp_excellent: int = 5 # [0,99]
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@export var curio_quota_heal_excellent: int = 3 # [0,99]——恢复件(refresh 挤占 2 席位,总量 102 锚不变)
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@export var curio_quota_refresh_excellent: int = 2 # [0,99]——刷新次数件(补给类成员;provisional 归曲线调参)
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@export var curio_quota_ap_rare: int = 3 # [0,99]——AP 件(稀有档)
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@export var curio_quota_rap_rare: int = 2 # [0,99]——储备金袋(投放 provisional 归调参)
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@export var curio_quota_time_sand_rare: int = 2 # [0,99]——时沙(投放 provisional 归调参)
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# —— 令牌件值(小/大数值对——v2.2 令牌池口径定稿:20/50、+1/+2、+1/+2、+5/+10、恢复+6、AP+1)——
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@export var curio_value_attack_common: int = 1 # [0,999] knob——小增伤
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@export var curio_value_attack_excellent: int = 2 # [0,999] knob——大增伤
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@export var curio_value_max_hp_common: int = 5 # [0,999] knob——小生命
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@export var curio_value_max_hp_excellent: int = 10 # [0,999] knob——大生命
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@export var curio_value_armor_common: int = 1 # [0,999] knob——小护甲
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@export var curio_value_armor_excellent: int = 2 # [0,999] knob——大护甲
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@export var curio_value_gp_common: int = 20 # [0,999] knob——小GP
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@export var curio_value_gp_excellent: int = 50 # [0,999] knob——大GP
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@export var curio_value_heal_excellent: int = 6 # [0,999] knob——恢复(当即回血,封顶生效上限)
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@export var curio_value_refresh_excellent: int = 1 # [0,9] knob(provisional)——刷新次数件兑付值(三选一重抽次数 +N——_attune_refresh_x 增量,不进加算区)
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@export var curio_value_ap_rare: int = 1 # [0,10] knob——AP 件每场战斗首轮行动点基线增量
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@export var curio_value_rap_rare: int = 3 # [0,99] knob(provisional)——储备金袋 RAP +N
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@export var curio_value_time_sand_rare: int = 2 # [0,99] knob(provisional)——时沙 下轮 AP +N
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# —— 已拿上限 cap(概率与上限解耦〔奇物.md 池结构案D〕——案②令牌池+提前退役:
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# 概率位=档+令牌数〔牌库物理张数〕、上限=本字段〔拿了才计、刷出不计〕;cap 满后该 kind 从候选
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# 视图剔除〔提前退役〕。99=实质无上限占位,实数归调参;专长 cap 在 feats.tres 行字段〕)——
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@export var curio_cap_attack: int = 99 # [1,99]
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@export var curio_cap_max_hp: int = 99 # [1,99]
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@export var curio_cap_armor: int = 99 # [1,99]
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@export var curio_cap_gp: int = 99 # [1,99]
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@export var curio_cap_ap: int = 99 # [1,99]
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@export var curio_cap_heal: int = 99 # [1,99]
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@export var curio_cap_refresh: int = 99 # [1,99]
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@export var curio_cap_rap: int = 99 # [1,99]
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@export var curio_cap_time_sand: int = 99 # [1,99]
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# —— 列族三段件(K4′ 拆段——36 个列族标量槽随段件嵌套,段内槽名逐字不动;
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# 嵌套段单 .tres 保持——形态同 settlement_table 拆段既裁)——
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@export var quota_segment: AdventureQuotaSegment = AdventureQuotaSegment.new() # 令牌配额段(curio_quota_* 13)
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@export var value_segment: AdventureValueSegment = AdventureValueSegment.new() # 令牌件值段(curio_value_* 13)
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@export var cap_segment: AdventureCapSegment = AdventureCapSegment.new() # 已拿上限段(curio_cap_* 9)
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# —— 专长获取专长凭证(非 Boss 渠道的专长入口形态,奇物.md v2.7 渠道轴定位;
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# 四口径契约④:拿到即开不可囤积/罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
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@@ -120,53 +82,53 @@ func curio_apply_route(kind: String) -> String:
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## heal/refresh excellent、ap rare、凭证 kind rare 档)
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func curio_quota(kind: String, tier: String) -> int:
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match [kind, tier]:
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["attack", TIER_COMMON]: return curio_quota_attack_common
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["attack", TIER_EXCELLENT]: return curio_quota_attack_excellent
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["max_hp", TIER_COMMON]: return curio_quota_max_hp_common
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["max_hp", TIER_EXCELLENT]: return curio_quota_max_hp_excellent
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["armor", TIER_COMMON]: return curio_quota_armor_common
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["armor", TIER_EXCELLENT]: return curio_quota_armor_excellent
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["gp", TIER_COMMON]: return curio_quota_gp_common
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["gp", TIER_EXCELLENT]: return curio_quota_gp_excellent
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["heal", TIER_EXCELLENT]: return curio_quota_heal_excellent
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["refresh", TIER_EXCELLENT]: return curio_quota_refresh_excellent
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["ap", TIER_RARE]: return curio_quota_ap_rare
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["rap", TIER_RARE]: return curio_quota_rap_rare
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["time_sand", TIER_RARE]: return curio_quota_time_sand_rare
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["attack", TIER_COMMON]: return quota_segment.curio_quota_attack_common
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["attack", TIER_EXCELLENT]: return quota_segment.curio_quota_attack_excellent
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["max_hp", TIER_COMMON]: return quota_segment.curio_quota_max_hp_common
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["max_hp", TIER_EXCELLENT]: return quota_segment.curio_quota_max_hp_excellent
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["armor", TIER_COMMON]: return quota_segment.curio_quota_armor_common
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["armor", TIER_EXCELLENT]: return quota_segment.curio_quota_armor_excellent
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["gp", TIER_COMMON]: return quota_segment.curio_quota_gp_common
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["gp", TIER_EXCELLENT]: return quota_segment.curio_quota_gp_excellent
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["heal", TIER_EXCELLENT]: return quota_segment.curio_quota_heal_excellent
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["refresh", TIER_EXCELLENT]: return quota_segment.curio_quota_refresh_excellent
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["ap", TIER_RARE]: return quota_segment.curio_quota_ap_rare
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["rap", TIER_RARE]: return quota_segment.curio_quota_rap_rare
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["time_sand", TIER_RARE]: return quota_segment.curio_quota_time_sand_rare
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return 0
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## 令牌件值(kind × tier;四级构成随配额表)
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func curio_value(kind: String, tier: String = TIER_COMMON) -> int:
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match [kind, tier]:
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["attack", TIER_COMMON]: return curio_value_attack_common
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["attack", TIER_EXCELLENT]: return curio_value_attack_excellent
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["max_hp", TIER_COMMON]: return curio_value_max_hp_common
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["max_hp", TIER_EXCELLENT]: return curio_value_max_hp_excellent
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["armor", TIER_COMMON]: return curio_value_armor_common
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["armor", TIER_EXCELLENT]: return curio_value_armor_excellent
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["gp", TIER_COMMON]: return curio_value_gp_common
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["gp", TIER_EXCELLENT]: return curio_value_gp_excellent
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["heal", TIER_EXCELLENT]: return curio_value_heal_excellent
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["refresh", TIER_EXCELLENT]: return curio_value_refresh_excellent
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["ap", TIER_RARE]: return curio_value_ap_rare
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["rap", TIER_RARE]: return curio_value_rap_rare
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["time_sand", TIER_RARE]: return curio_value_time_sand_rare
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["attack", TIER_COMMON]: return value_segment.curio_value_attack_common
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["attack", TIER_EXCELLENT]: return value_segment.curio_value_attack_excellent
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["max_hp", TIER_COMMON]: return value_segment.curio_value_max_hp_common
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["max_hp", TIER_EXCELLENT]: return value_segment.curio_value_max_hp_excellent
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["armor", TIER_COMMON]: return value_segment.curio_value_armor_common
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["armor", TIER_EXCELLENT]: return value_segment.curio_value_armor_excellent
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["gp", TIER_COMMON]: return value_segment.curio_value_gp_common
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["gp", TIER_EXCELLENT]: return value_segment.curio_value_gp_excellent
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["heal", TIER_EXCELLENT]: return value_segment.curio_value_heal_excellent
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["refresh", TIER_EXCELLENT]: return value_segment.curio_value_refresh_excellent
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["ap", TIER_RARE]: return value_segment.curio_value_ap_rare
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["rap", TIER_RARE]: return value_segment.curio_value_rap_rare
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["time_sand", TIER_RARE]: return value_segment.curio_value_time_sand_rare
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return 0
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## 已拿上限读数(案②——kind 维度;专长 cap 走 feats.tres 行字段不走本面)
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func curio_cap(kind: String) -> int:
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match kind:
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"attack": return curio_cap_attack
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"max_hp": return curio_cap_max_hp
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"armor": return curio_cap_armor
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"gp": return curio_cap_gp
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"ap": return curio_cap_ap
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"heal": return curio_cap_heal
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"refresh": return curio_cap_refresh
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"rap": return curio_cap_rap
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"time_sand": return curio_cap_time_sand
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"attack": return cap_segment.curio_cap_attack
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"max_hp": return cap_segment.curio_cap_max_hp
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"armor": return cap_segment.curio_cap_armor
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"gp": return cap_segment.curio_cap_gp
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"ap": return cap_segment.curio_cap_ap
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"heal": return cap_segment.curio_cap_heal
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"refresh": return cap_segment.curio_cap_refresh
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"rap": return cap_segment.curio_cap_rap
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"time_sand": return cap_segment.curio_cap_time_sand
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return 99
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@@ -0,0 +1,18 @@
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## 冒险表·令牌件值段(K4′ 拆段——curio_value_* 13 槽随段件嵌套;段内槽名逐字不动;
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## 小/大数值对——v2.2 令牌池口径定稿:20/50、+1/+2、+1/+2、+5/+10、恢复+6、AP+1)。
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class_name AdventureValueSegment
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extends Resource
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@export var curio_value_attack_common: int = 1 # [0,999] knob——小增伤
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@export var curio_value_attack_excellent: int = 2 # [0,999] knob——大增伤
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@export var curio_value_max_hp_common: int = 5 # [0,999] knob——小生命
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@export var curio_value_max_hp_excellent: int = 10 # [0,999] knob——大生命
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@export var curio_value_armor_common: int = 1 # [0,999] knob——小护甲
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@export var curio_value_armor_excellent: int = 2 # [0,999] knob——大护甲
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@export var curio_value_gp_common: int = 20 # [0,999] knob——小GP
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@export var curio_value_gp_excellent: int = 50 # [0,999] knob——大GP
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@export var curio_value_heal_excellent: int = 6 # [0,999] knob——恢复(当即回血,封顶生效上限)
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@export var curio_value_refresh_excellent: int = 1 # [0,9] knob(provisional)——刷新次数件兑付值(三选一重抽次数 +N——_attune_refresh_x 增量,不进加算区)
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@export var curio_value_ap_rare: int = 1 # [0,10] knob——AP 件每场战斗首轮行动点基线增量
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@export var curio_value_rap_rare: int = 3 # [0,99] knob(provisional)——储备金袋 RAP +N
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@export var curio_value_time_sand_rare: int = 2 # [0,99] knob(provisional)——时沙 下轮 AP +N
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@@ -1,11 +1,12 @@
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[gd_resource type="Resource" script_class="AdventureTable" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="AdventureTable" load_steps=5 format=3]
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[ext_resource type="Script" path="res://data/schemas/adventure_table.gd" id="1"]
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[ext_resource type="Script" path="res://data/schemas/adventure_quota_segment.gd" id="2"]
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[ext_resource type="Script" path="res://data/schemas/adventure_value_segment.gd" id="3"]
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[ext_resource type="Script" path="res://data/schemas/adventure_cap_segment.gd" id="4"]
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[resource]
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script = ExtResource("1")
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clear_heal_pct = 20
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curio_candidate_count = 3
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[sub_resource type="Resource" id="AdventureTable_quota"]
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script = ExtResource("2")
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curio_quota_attack_common = 18
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curio_quota_attack_excellent = 5
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curio_quota_max_hp_common = 17
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@@ -17,6 +18,9 @@ curio_quota_gp_excellent = 5
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curio_quota_heal_excellent = 3
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curio_quota_refresh_excellent = 2
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curio_quota_ap_rare = 3
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[sub_resource type="Resource" id="AdventureTable_value"]
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script = ExtResource("3")
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curio_value_attack_common = 1
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curio_value_attack_excellent = 2
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curio_value_max_hp_common = 5
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@@ -28,26 +32,18 @@ curio_value_gp_excellent = 50
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curio_value_heal_excellent = 6
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curio_value_refresh_excellent = 1
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curio_value_ap_rare = 1
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[sub_resource type="Resource" id="AdventureTable_cap"]
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script = ExtResource("4")
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[resource]
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script = ExtResource("1")
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clear_heal_pct = 20
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curio_candidate_count = 3
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quota_segment = SubResource("AdventureTable_quota")
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value_segment = SubResource("AdventureTable_value")
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cap_segment = SubResource("AdventureTable_cap")
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feat_ticket_chance = 20
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feat_ticket_quota = 2
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feat_ticket_limit = 1
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feat_ticket_pity_step = 5
|
||||
|
||||
; 迭代 20 T2 池结构案D 换代(2026-10-11,奇物.md 池结构与抽取 v1):四级档位 70/25/7/0 = 102 枚——
|
||||
; 稀有档投放三 kind=AP 件 3/储备金袋 2/时沙 2(ap_rare 显式载于本表,与 schema 缺省同值);
|
||||
; 概率与上限解耦(案②令牌池+提前退役):概率位=档+令牌数、已拿上限=curio_cap_*(拿了才计);
|
||||
; 曝光槽=三选一 2 格全池+1 格优秀档以上子池(子池空回退全池);凭证不进子池。
|
||||
; 前史 TP0 令牌池换代(2026-10-03,node-reward v2.2 追认 b 落地):三选一池 = 固定配额令牌池——
|
||||
; 洗牌不放回抽 3、选中踢池未选回池、池耗即枯竭;
|
||||
; 种类次数上限退役(池消耗即上限;货架库存同账本=牌库剩余令牌数)。
|
||||
; 档位构成(现行):普通〔小GP 18/小增伤 18/小护甲 17/小生命 17〕+ 优秀〔大GP/大增伤/大护甲/大生命 各 5+恢复 3+刷新件 2〕
|
||||
; + 稀有〔AP 件 3/储备金袋 2/时沙 2〕。
|
||||
; 数值对:小GP 20/大GP 50、小增伤 +1/大 +2、小护甲 +1/大 +2、小生命 +5/大 +10、恢复 +6(当即回血)、AP +1。
|
||||
; 恢复件 = 新入池种类(优秀档)。
|
||||
; 退役字段:bonus_weight_*(E-S 权重族)/ bonus_cap_*(种类次数上限族)/ BONUS_CAP_UNLIMITED 哨兵——
|
||||
; 洗牌改令牌 Fisher-Yates(不放回抽 3,消费 reward_pick 封闭流)。
|
||||
; 迭代 11 第②批 商店共享池注记:货架 = 令牌级抽签(同 kind 去重每 kind 至多一卡、价格公式 tier-blind
|
||||
; ceil(基价×b^(关序−1)×A^visit) 维持批②裁定、购买消费在架令牌本体)。
|
||||
; 末关的关卡完成不发三选一与回血(奖励只朝下一战生效)。
|
||||
; 全部 provisional-pending-曲线调参批(值锚与上调约束归 难度曲线与Boss;档位配额结构锚 70/25/7/0——
|
||||
; schema TIER_QUOTAS,validate 硬断言,改总量须重裁)。
|
||||
@@ -208,7 +208,7 @@ func _smoke_adventure() -> void:
|
||||
var cand_ok := picks.size() == 2
|
||||
var ks_gain_ok := picks.size() == 2
|
||||
var resolve_ok := level_resolves.size() == 2
|
||||
var max_flat := int(_db.run.adventure.curio_value_max_hp_common)
|
||||
var max_flat := int(_db.run.adventure.value_segment.curio_value_max_hp_common)
|
||||
var heal_pct := int(_db.run.adventure.clear_heal_pct)
|
||||
var hp_acc := 0 # max_hp 件累加(回血封顶断言的生效上限推导——TP0 起按兑付令牌实值,大小档分别计)
|
||||
var ks_prefix := 0
|
||||
|
||||
@@ -161,8 +161,8 @@ func check_v8(c, db) -> void:
|
||||
Kit.check_quiet(false, "V8 前置:冒险启动")
|
||||
return
|
||||
# 概率位与 cap 两属性独立:改 cap 不动牌库(概率位)、改牌库不动 cap 字段
|
||||
var cap_field_before := int(db.run.adventure.curio_cap_gp)
|
||||
db.run.adventure.curio_cap_gp = 1 # 独立设 cap(概率位=gp 令牌数不动)
|
||||
var cap_field_before := int(db.run.adventure.cap_segment.curio_cap_gp)
|
||||
db.run.adventure.cap_segment.curio_cap_gp = 1 # 独立设 cap(概率位=gp 令牌数不动)
|
||||
var gp_tokens: int = c.deck().pool_stock("gp")
|
||||
Kit.check_quiet(gp_tokens > 0 and int(db.run.adventure.curio_value("gp", "common")) == 20,
|
||||
"改 cap 不动概率位:牌库 gp 令牌 %d 枚在库、件值字段不受影响〔专长批 V8〕" % gp_tokens)
|
||||
@@ -187,4 +187,4 @@ func check_v8(c, db) -> void:
|
||||
gp_cand = true
|
||||
Kit.check_quiet(gp_in_deck >= 0 and not gp_cand,
|
||||
"提前退役:cap 满后候选视图零 gp(牌库本体张数不动=%d——概率位独立存活)〔专长批 V8〕" % gp_in_deck)
|
||||
db.run.adventure.curio_cap_gp = cap_field_before # 还原表(同进程后续套件防御)
|
||||
db.run.adventure.cap_segment.curio_cap_gp = cap_field_before # 还原表(同进程后续套件防御)
|
||||
Reference in new issue
Block a user