迭代11第①批:魔法道具同调实施批 T0-T10 全落(重闸 645/0 + MC off 逐位 PASS)

- T1 表与schema:attunement_growth.tres 谓词表(m1/m2/m3+Σgrant≤slot_cap 校验+slots() 求值口径)+道具表扩列(form/charges/slot_cost/unlock_requires/effective_rounds/charge_n+effect_kinds 九kind+KEY_WHITELIST 零裸flat护栏)+七同调行
- T2 save v4(boss_kill_count 收束入账+attunement_equipped+attune_refresh_level+断点 attunement_charges+迁移链 v3→v4)
- T3 Attunement 求值服务(纯函数零 await 零 RNG)
- T4 营地装配覆盖层(工坊扩容程序占位+Y 升级行 attune_refresh_upgrade 行族)
- T5 被动六件接线+装配注入链+刷新 X/Y 双源(BonusPickOverlay 刷新钮,autoplay 默认不刷)
- T6 掘进蓄能全链+摆钟能力面(骑库存面差额注入+断点充能键);炸格 P5 甲影响评估破面大→用户裁拆后批,blast_kit deferred 留位
- T7 退役面五件(BONUS_IDS 除名 aux_item+transitional_sync_slots 过渡键退役=迭代10欠账③清偿+授予路/四容量闸拆除+nest_pendulum 换装 active_charged)
- T8 冒烟六新断言(645/0)+MC attune 开关+贪心画像分层 off/on 各 N=60 双策略(on 画像功率显著带平移归调参批;off 新锚=对拍正主留盘主区 sim-data,81000 降批入口基准)
- T9 连带修订九件(魔法道具定位重写/元进度v1.6/地图战斗资源v0.16/行动经济v0.7/05不做v1.3/关卡节点地图v1.4/node-reward v2.2/registry 三处/06 收口+炸格拆后批新条)
- T10 重闸全绿:冒烟 645/0+熵增 PASS+doc 三闸零新增+MC off 复跑同种子逐位一致 PASS;出口人闸后移迭代 12(用户 2026-10-03 令)
This commit is contained in:
DKChan committed 2026-10-03 15:41:30 +08:00
1 parent 02cb92a972
commit a6a2bf885e
37 files changed
+1075 -173

No files matched your search

+9 -1
View File
@@ -196,7 +196,12 @@ func _resolve_hero_attack(t: Dictionary) -> void:
var threshold: int = defender_ac(target) + int(db.settlement.attack_bonus)
var crit: bool = bool(roll_read.crit)
var discount: int = _roll_discount(int(roll_read.roll), threshold)
var rolled: int = DamageMath.rolled_component(float(t.base_value), discount, crit, int(db.settlement.crit_multiplier), _counter_delta(atk_type, armor))
var cdelta: int = _counter_delta(atk_type, armor)
# 淬毒刃纹(迭代 11 同调批 T5——底稿 §3:对被克制敌人的穿刺/魔法直伤 +N;条件 = 克制成立 ×
# 攻击类型限定,主角攻击面专属——棋盘克制直伤走 _resolve_board_typed 不吃本加成)
if attune_venom > 0 and (atk_type == "pierce" or atk_type == "magic") and cdelta > 0:
cdelta += attune_venom
var rolled: int = DamageMath.rolled_component(float(t.base_value), discount, crit, int(db.settlement.crit_multiplier), cdelta)
var payload: Dictionary = {"target": String(target.display_name)}
payload[atk_type] = rolled # 分量键 = 实际攻击类型(归因字段,单分量模型)
payload["roll"] = int(roll_read.roll)
@@ -326,6 +331,9 @@ func _counter_delta(attack_type: String, armor: String) -> int:
return int(row.get(armor, 0))
# 淬毒刃纹 N(迭代 11 同调批 T5——战斗结算 begin_battle 注入;0 = 未装配零扰动)
var attune_venom: int = 0
# 池内加算 → clamp [-100,+100](池间乘算归 DamageMath.pool_damage 调用侧)
func clamped_pool(pool: String) -> int:
var total := 0