From ae96a2b0434f6dbf4f0da47fc91906c0c1b0c84f Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Mon, 12 Oct 2026 07:44:25 +0800 Subject: [PATCH] =?UTF-8?q?chore(tables/smoke):=20=E7=8E=A9=E5=AE=B6?= =?UTF-8?q?=E5=90=91=E6=98=BE=E7=A4=BA=E5=90=8D=E6=94=B9=E5=90=8D=E6=89=B9?= =?UTF-8?q?=E2=80=94=E2=80=94=E8=B4=A7=E6=9E=B6=E4=B8=89=E8=A1=8C=E3=80=8C?= =?UTF-8?q?=E9=94=BB=E5=8D=87=E3=80=8D=E2=86=92=E3=80=8C=E7=A5=9D=E7=A6=8F?= =?UTF-8?q?=E3=80=8D+=20=E4=B8=B4=E6=97=B6=20AC=20=E7=8A=B6=E6=80=81?= =?UTF-8?q?=E3=80=8C=E6=8A=A4=E7=94=B2=E5=BC=BA=E5=8C=96=E3=80=8D=E2=86=92?= =?UTF-8?q?=E3=80=8C=E7=9B=BE=E7=89=8C=E5=8A=A0=E6=8A=A4=E3=80=8D=EF=BC=88?= =?UTF-8?q?C/D=20=E8=A3=81=E7=82=B9=E6=89=A7=E8=A1=8C=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - shop.tres: pool_shelf 现役 70/74/78 + products 遗留 38/45/52 攻击锻升/生命锻升/护甲锻升 → 攻击祝福/生命祝福/护甲祝福 (奇物属性值提升三轴的货架前台标签,与锻造工坊路线行「XX锻造」解耦) - reward.tres / status_effects.tres: display_name「护甲强化」→「盾牌加护」 (地图战斗资源获取的临时 AC 状态,避免与锻造工坊护甲锻造混淆) - smoke_all.gd:1199 断言同步改名(授权范围内修改) 术语口径:C=「属性+祝福」(D&D Blessing 神赐永久赠礼)、D=「盾牌加护」(Charm 精魂所予、有时限、用完消失,与临时 AC 状态语义一致)。 冒烟:864 项检查 / 0 项失败;FAIL 仅存量 SCRIPT ERROR(_flush_pending_reveals fx_reveal 空来源类别,迭代20 T1 a57489e9 遗留,iter21 在册,与本批无关)。 --- game/data/tables/reward.tres | 2 +- game/data/tables/shop.tres | 12 ++++++------ game/data/tables/status_effects.tres | 2 +- game/smoke/smoke_all.gd | 4 ++-- 4 files changed, 10 insertions(+), 10 deletions(-) diff --git a/game/data/tables/reward.tres b/game/data/tables/reward.tres index 303513c9..aaa69a14 100644 --- a/game/data/tables/reward.tres +++ b/game/data/tables/reward.tres @@ -19,7 +19,7 @@ rows = [{ "cell_type": "defense", "polarity": "positive", "effect_id": "ac_up", -"display_name": "护甲强化", +"display_name": "盾牌加护", "power": 0, "weight": 11, "pool_tag": "cell", diff --git a/game/data/tables/shop.tres b/game/data/tables/shop.tres index 1319766e..52e0fa16 100644 --- a/game/data/tables/shop.tres +++ b/game/data/tables/shop.tres @@ -35,21 +35,21 @@ level_gp_bonus = [{ }] products = [{ "product_id": "atk_up", -"display_name": "攻击锻升", +"display_name": "攻击祝福", "attr": "atk", "flat_value": 1, "base_price": 4, "price_increment": 2 }, { "product_id": "hp_up", -"display_name": "生命锻升", +"display_name": "生命祝福", "attr": "max_hp", "flat_value": 3, "base_price": 2, "price_increment": 2 }, { "product_id": "armor_up", -"display_name": "护甲锻升", +"display_name": "护甲祝福", "attr": "armor_class", "flat_value": 1, "base_price": 4, @@ -67,15 +67,15 @@ price_level_bonus = [{ }] pool_shelf = [{ "kind_id": "attack", -"display_name": "攻击锻升", +"display_name": "攻击祝福", "base_price": 4 }, { "kind_id": "max_hp", -"display_name": "生命锻升", +"display_name": "生命祝福", "base_price": 4 }, { "kind_id": "armor", -"display_name": "护甲锻升", +"display_name": "护甲祝福", "base_price": 4 }, { "kind_id": "ap", diff --git a/game/data/tables/status_effects.tres b/game/data/tables/status_effects.tres index f04784ea..13b6c944 100644 --- a/game/data/tables/status_effects.tres +++ b/game/data/tables/status_effects.tres @@ -15,7 +15,7 @@ rows = [{ "max_stack": 2 }, { "effect_id": "ac_up", -"display_name": "护甲强化", +"display_name": "盾牌加护", "target_side": "hero", "magnitude": 1, "unit": "ac", diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd index 6fd1cba9..6d917d3f 100644 --- a/game/smoke/smoke_all.gd +++ b/game/smoke/smoke_all.gd @@ -1196,8 +1196,8 @@ func _smoke_ac_swap_guard() -> void: for row in _db.reward.rows: if String(row.get("cell_type", "")) == "defense" and String(row.get("polarity", "")) == "positive": ac_reward = row - check(String(ac_reward.get("effect_id", "")) == "ac_up" and String(ac_reward.get("display_name", "")) == "护甲强化", - "奖励表 defense 正向行 effect_id = ac_up(显示名暂定护甲强化,权重/tier 不变)") + check(String(ac_reward.get("effect_id", "")) == "ac_up" and String(ac_reward.get("display_name", "")) == "盾牌加护", + "奖励表 defense 正向行 effect_id = ac_up(显示名盾牌加护,权重/tier 不变)") check(not _db.settlement.effect_pool_map.has("defense_up") and not _db.settlement.effect_pool_map.has("ac_up"), "effect_pool_map 无 defense_up/ac_up 键(减伤不入池——AC 不经乘区)") # ② 免伤墙归零护栏(泛化——BUG-0003 免疫)