iter10 T3-T9: 奖励重构实装——adventure表扩列(回血20/池六种/权重/上限/同调位过渡键)+boss_keystone重锚3-2+rng扩签reward_pick+E-S加权洗牌+三选一停点(零自动推进/可中断)+加算区四轴AP(BattleOrchestrator排队兑现)+钥石逐杀掉落(收束无二次派生)+同调位约束(停点替换两路/战斗沉没/节点拒绝)+BonusPickOverlay+Narrator文案族+save v3迁移+冒烟619/0(+23断言)+断点P5往返单测+run_all 15套全绿
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# VERTICAL SLICE - NOT FOR PRODUCTION
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# Validation Question: 三关连探冒险(地精洞窟 → 幽暗地域 → 灰矮人矿城)能否以一条命走完,通关兑付的大奖励
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# 与钥石合计在冒险摘要里成立(P0)
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# Date: 2026-09-21(冒险结构实现批——AdventureTable 建表,registry adventure_table 条目 2026-09-15 登记)
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# Validation Question: 三关连探冒险(地精洞窟 → 幽暗地域 → 灰矮人矿城)能否以一条命走完,通关兑付的
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# 部分回血与提升三选一、Boss 逐杀钥石掉落在冒险摘要里成立(P0)
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# Date: 2026-09-21(冒险结构实现批建表;2026-10-01 迭代 10 奖励重构批扩列——registry adventure_table 条目同批改写)
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# 数据配置 AdventureTable schema(冒险结构 关卡大奖励行值;单行全局,Rule 4 豁免——HeroTable/SettlementTable 先例)。
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# 两字段 knob(调参表归 冒险结构;数值所有权归 难度曲线与Boss 曲线调参批,全部 provisional):
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# level_clear_hp_bonus = 关卡大奖励 HP 上限提升(写统一冒险加算区 max_hp 轴——与商店购买同一本账,
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# 经 begin_battle 覆盖值通道对后续每战生效;值锚 = 难度曲线与Boss 区间平移换算率,上调须重扫通关率带)。
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# keystone_per_level = 每通关一关钥石入账值(末关通关照记;消费方 元进度——本表只记账不做消费)。
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# 迭代 10 重构(2026-09-30 用户拍板案丙):大奖励「固定三件套」退役——level_clear_hp_bonus(血回满+上限提升件)
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# 与 keystone_per_level(钥石每关入账)两字段退役;改三层奖励框架 = 部分回血(clear_heal_pct)+ 提升三选一
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# (池六种:件值/权重/次数上限三组列)+ Boss/精英击杀钥石掉落(行值归 meta.tres boss_keystone,不在本表)。
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# 全部 knob provisional-pending-曲线调参批(数值所有权归 难度曲线与Boss,上调须重扫通关率带)。
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class_name AdventureTable
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extends Resource
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@export var level_clear_hp_bonus: int = 10 # [0,999] knob——关卡大奖励 HP 上限提升
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@export var keystone_per_level: int = 10 # [0,999] knob——每通关一关钥石入账
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## 三选一提升池件 id 词表(封闭——断点附随件与牌库剔除态依赖它;扩件走本表+registry 修订)
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const BONUS_IDS: Array[String] = ["attack", "max_hp", "armor", "gp", "aux_item", "ap"]
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## 无次数上限件的 cap 哨兵值(gp/aux_item——牌库恒非空的结构保证)
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const BONUS_CAP_UNLIMITED := -1
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# —— 通关部分回血(固定型,非末关通关兑付)——
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@export var clear_heal_pct: int = 20 # [0,100] knob——回复生效上限的百分比,封顶上限不回满
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# —— 三选一件值(兑付面)——
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@export var bonus_attack_flat: int = 1 # [0,999] knob——攻击轴累加(覆盖值通道)
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@export var bonus_max_hp_flat: int = 5 # [0,999] knob——生命上限轴累加(不连带当前生命)
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@export var bonus_armor_flat: int = 1 # [0,999] knob——护甲轴累加
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@export var bonus_gp_amount: int = 20 # [0,999] knob——GP 袋定额入钱包
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@export var bonus_ap_flat: 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 bonus_aux_item_count: int = 1 # [1,9] knob——魔法道具件授予件数(受同调位约束)
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# —— 三选一权重(加权洗牌不放回,E-S weight-key)——
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@export var bonus_weight_attack: int = 3 # [1,99] knob
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@export var bonus_weight_max_hp: int = 3 # [1,99] knob
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@export var bonus_weight_armor: int = 3 # [1,99] knob
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@export var bonus_weight_gp: int = 3 # [1,99] knob
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@export var bonus_weight_aux: int = 1 # [1,99] knob——魔法道具件(受同调位约束)
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@export var bonus_weight_ap: int = 1 # [1,99] knob——AP 件(全冒险最紧上限)
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# —— 全冒险获取次数上限(达上限件先剔出牌库;gp/aux_item 无上限)——
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@export var bonus_cap_attack: int = 3 # [0,99] knob
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@export var bonus_cap_max_hp: int = 3 # [0,99] knob
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@export var bonus_cap_armor: int = 3 # [0,99] knob
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@export var bonus_cap_ap: int = 2 # [0,99] knob——全冒险最紧
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# —— 同调位过渡读数源(正主 = attunement_growth.tres 谓词表,同调实施批落地后切换)——
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@export var transitional_sync_slots: int = 1 # [0,9] knob——道具持有上限
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func bonus_value(id: String) -> int:
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match id:
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"attack": return bonus_attack_flat
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"max_hp": return bonus_max_hp_flat
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"armor": return bonus_armor_flat
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"gp": return bonus_gp_amount
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"ap": return bonus_ap_flat
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"aux_item": return bonus_aux_item_count
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return 0
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func bonus_weight(id: String) -> int:
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match id:
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"attack": return bonus_weight_attack
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"max_hp": return bonus_weight_max_hp
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"armor": return bonus_weight_armor
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"gp": return bonus_weight_gp
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"aux_item": return bonus_weight_aux
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"ap": return bonus_weight_ap
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return 0
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## 次数上限(gp/aux_item 返回 BONUS_CAP_UNLIMITED = 无上限,牌库恒非空的结构保证)
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func bonus_cap(id: String) -> int:
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match id:
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"attack": return bonus_cap_attack
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"max_hp": return bonus_cap_max_hp
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"armor": return bonus_cap_armor
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"ap": return bonus_cap_ap
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return BONUS_CAP_UNLIMITED
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func validate() -> Array:
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var errs: Array[Dictionary] = []
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if level_clear_hp_bonus < 0 or level_clear_hp_bonus > 999:
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errs.append({"category": "domain", "message": "level_clear_hp_bonus 越域 [0,999]: %d" % level_clear_hp_bonus})
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if keystone_per_level < 0 or keystone_per_level > 999:
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errs.append({"category": "domain", "message": "keystone_per_level 越域 [0,999]: %d" % keystone_per_level})
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if clear_heal_pct < 0 or clear_heal_pct > 100:
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errs.append({"category": "domain", "message": "clear_heal_pct 越域 [0,100]: %d" % clear_heal_pct})
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for id in BONUS_IDS:
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var v := bonus_value(id)
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if v < 0 or v > 999:
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errs.append({"category": "domain", "message": "bonus_value(%s) 越域 [0,999]: %d" % [id, v]})
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var w := bonus_weight(id)
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if w < 1 or w > 99:
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errs.append({"category": "domain", "message": "bonus_weight(%s) 越域 [1,99]: %d" % [id, w]})
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for id in ["attack", "max_hp", "armor", "ap"]:
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var c := bonus_cap(id)
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if c < 0 or c > 99:
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errs.append({"category": "domain", "message": "bonus_cap(%s) 越域 [0,99]: %d" % [id, c]})
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if bonus_aux_item_count < 1 or bonus_aux_item_count > 9:
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errs.append({"category": "domain", "message": "bonus_aux_item_count 越域 [1,9]: %d" % bonus_aux_item_count})
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if transitional_sync_slots < 0 or transitional_sync_slots > 9:
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errs.append({"category": "domain", "message": "transitional_sync_slots 越域 [0,9]: %d" % transitional_sync_slots})
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return errs
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@@ -4,11 +4,30 @@
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[resource]
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script = ExtResource("1")
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level_clear_hp_bonus = 5
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keystone_per_level = 10
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clear_heal_pct = 20
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bonus_attack_flat = 1
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bonus_max_hp_flat = 5
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bonus_armor_flat = 1
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bonus_gp_amount = 20
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bonus_ap_flat = 1
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bonus_aux_item_count = 1
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bonus_weight_attack = 3
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bonus_weight_max_hp = 3
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bonus_weight_armor = 3
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bonus_weight_gp = 3
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bonus_weight_aux = 1
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bonus_weight_ap = 1
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bonus_cap_attack = 3
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bonus_cap_max_hp = 3
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bonus_cap_armor = 3
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bonus_cap_ap = 2
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transitional_sync_slots = 1
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; 冒险结构实现批(2026-09-21 建表——registry adventure_table 条目同批注记更新):
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; 关卡大奖励三件套的数值半边(上限提升)+ 钥石每关入账值;单行全局 Rule 4 豁免(HeroTable/SettlementTable 先例)。
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; 大奖励 = 非末关通关恰一次:上限提升(写统一冒险加算区 max_hp 轴)+ 血回满(= 新上限)+ 钥石入账;
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; 末关通关不发上限提升、钥石照记(设计意图:奖励只朝下一战生效)。钥石消费方 = 元进度(本表只记账)。
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; 两值全部 provisional-pending-曲线调参批(值锚与上调约束归 难度曲线与Boss)。
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; 迭代 10 奖励重构批(2026-10-01 扩列——registry adventure_table 条目同批改写):
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; 大奖励 = 非末关通关恰一次:部分回血(clear_heal_pct,封顶上限不回满、满血回 0 合法)
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; + 提升三选一(池六种加权洗牌不放回 E-S weight-key 掷 3,玩家点选兑付恰一件;消费 reward_pick 封闭流)。
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; 权重:属性/GP 各 3、道具/AP 各 1;次数上限:属性件各 3、AP 件 2(达上限件先剔牌库)——gp/道具无次数上限。
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; 同调位过渡键 transitional_sync_slots=1(道具持有上限;正主 = attunement_growth.tres 谓词表,同调实施批切换)。
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; 末关通关不发三选一与回血(奖励只朝下一战生效)。
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; 退役字段:level_clear_hp_bonus(血回满+上限提升件)、keystone_per_level(钥石改 Boss/精英击杀掉落,行值归 meta.tres boss_keystone)。
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; 全部 provisional-pending-曲线调参批(值锚与上调约束归 难度曲线与Boss;回血 20% 系难度上压方向,带重扫随批呈报)。
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@@ -25,16 +25,16 @@ forge_products = [{
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}]
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boss_keystone = [{
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"level_index": 1,
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"first_kill": 5,
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"repeat_kill": 1
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"first_kill": 3,
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"repeat_kill": 2
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}, {
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"level_index": 2,
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"first_kill": 8,
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"first_kill": 3,
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"repeat_kill": 2
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}, {
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"level_index": 3,
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"first_kill": 12,
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"repeat_kill": 3
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"first_kill": 3,
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"repeat_kill": 2
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}]
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workshop_items = [{
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"item_id": "probe_dust",
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@@ -100,3 +100,9 @@ conversion = [{
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; 护甲行强条目重测义务随批履行:重测暴露并修复护甲断链(begin_battle hero_armor_class 参数此前
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; 零消费——_defender_ac 主角分支本次接线,缺参/-1 = 表值兜底);修复后甲轴读数 +1.2±0.4 为
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; 解锁后参数实测,非基线外推。战役轨迹三花费序(生命/攻击/护甲优先)随批采集验证。
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;
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; 迭代 10 奖励重构批(2026-10-01——boss_keystone 重锚,P-B 乙拍板):三关统一 首杀 3 / 复杀 2
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; (原 5/1 · 8/2 · 12/3 退役)——贴近「Boss 掉 2–3 个钥石」用户示例量级、保持 first_kill ≥ repeat_kill
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; 结构;子选项「复杀统一 2」归代拍板白名单(另一子选项 = 按关 2/2/3 递进)。钥石渠道自本批起 =
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; Boss/精英击杀逐杀掉落(大奖励 keystone_per_level 渠道退役;精英掉 1 预留行随怪物批实装落)。
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; 产出结构变化 → 元进度标定义务重开(06-待办清单 2026-10-01 登记条)。provisional 归曲线调参批。
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