iter41-卡1:核心数据面结构收敛批:85键全清——三族拆域+config_db归位容器+存档拆件+meta瘦身+adventure拆段+spawn束化;行为零变化,8新件在阈
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@@ -78,7 +78,7 @@ func _enemy_actions(ri: int) -> void:
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if int(oc._enemy_system.hero_unit().hp) <= 0:
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break # hero hp=0 立即短路(死尸挨打行是归因噪音——用户拍板)
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var skill_id := oc._enemy_system.pending_action(u)
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var srow: Dictionary[Variant, Variant] = oc.db.skill_row(skill_id)
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var srow: Dictionary[Variant, Variant] = oc.db.combat.skill.row_by_id(skill_id)
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if srow.is_empty():
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oc._fatal("敌实例待发动作悬空: %s" % skill_id)
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continue
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@@ -97,7 +97,7 @@ func _enemy_actions(ri: int) -> void:
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var baseline: int = int(round(float(u.atk) * float(srow.get("damage_mult", 1.0))))
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var rider := 0
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if srow.has("rider_mult"):
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rider = maxi(int(oc.db.settlement.damage_roll.damage_floor), int(floor(float(u.atk) * float(srow.rider_mult))))
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rider = maxi(int(oc.db.combat.settlement.damage_roll.damage_floor), int(floor(float(u.atk) * float(srow.rider_mult))))
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var et := oc._damage.open_ticket(DamageController.KIND_ENEMY_SKILL, "enemy_action",
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"%s %s" % [u.display_name, String(srow.display_name)],
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{"channel": "combat", "base_value": baseline, "target_rule": DamageController.TARGET_HERO,
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