merge: 深挖钻头v2收益重投+卡片效果摘要落籍(用户反馈收益不可见纯挨打——本格双份制+27件摘要;718/0+formed重锚同带)
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@@ -76,7 +76,8 @@ var _attune_safe_seen := 0 # 掘进蓄能 battle 域安全开格
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# 魔矢每战首次计数 battle 域。空集=零扰动)
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var _relic_first_dig_used := false
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var _relic_combo := 0 # 矿脉直觉连击计数(battle 域——safe +1/mine 清零)
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var _relic_deep_given := 0 # 深挖钻头深层已兑付份数(battle 域——付费配额制:quota=付费次数/cap)
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var _relic_deep_given := 0 # 深挖钻头本轮已追加份数(battle 域——v2 本格双份制:safe 事件按付费数上限)
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var _relic_paid_at_round_start := 0 # 轮初付费计数快照(v2——本轮付费次数=当前值−快照)
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var _relic_magma_layers := 0 # 熔火之躯积层(battle 域——受地形伤 +1,轮末反打清零)
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@@ -252,6 +253,7 @@ func begin_battle(enc: Dictionary) -> bool:
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_relic_first_dig_used = false
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_relic_combo = 0
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_relic_deep_given = 0
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_relic_paid_at_round_start = 0
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_relic_magma_layers = 0
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# 树 rule 键消费(迭代 12 T10——Fork 激活侧 effects;真实接线首期两键:先手压制=战斗首轮
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# AP+1(queue_ap_delta——先手压制语义)/稳健拓荒=敌方攻击减 1(伤害控制器 flags bulwark);
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@@ -442,17 +444,18 @@ func _settle() -> void:
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# 开格流连击/深层产出(迭代 12 T5):矿脉直觉连击 = safe +1(mine 清零在负向分支);
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# 深挖钻头深层产出 = 每 cap 格额外 grant 一份(收益面补偿额外 AP 成本——R4 甲非信息税对价)
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_relic_combo += 1
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# 深挖钻头深层产出(2026-10-04 缺陷修复——付费开掘配额制):深层资源只兑付给**付了全价**
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# 的挖掘(action_economy.deep_paid_count 每 AP 富余挖格 +1);每 cap 次付费兑一份。
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# AP 不足降级的普通挖格照常开格但不积配额——持有钻头永不锁死挖格(散件保底 B-2)。
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var dd_cap := int(_damage.relic_flags.get("deep_dig_cap", 0))
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if dd_cap > 0:
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var quota := int(action_economy.deep_paid_count) / dd_cap
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while _relic_deep_given < quota:
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# 深挖钻头 v2(2026-10-04 二次修正——用户实测「付 2AP 无可见提升纯挨打」:v1 配额制
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# 4 次付费 8AP 换 1 份随机资源=净负期望+收益埋明细带不可感知):改**本格双份**——
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# 付费挖掘的本格资源直接双份(多花 1AP 买多一份同格产出,账目直白期望微正)。
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# 本轮付费次数 N=deep_paid_count−轮初快照;safe 事件按 N 上限逐格追加第二份(「深挖」)。
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var dd_cost := int(_damage.relic_flags.get("deep_dig_cost", 0))
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if dd_cost > 0:
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var paid_this_round := int(action_economy.deep_paid_count) - _relic_paid_at_round_start
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if paid_this_round > 0 and _relic_deep_given < paid_this_round:
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_relic_deep_given += 1
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var dd_snap = _reward_economy.grant(evt.cell)
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if dd_snap is Dictionary:
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_grant_routed(dd_snap, "positive", "safe_cell", evt.cell, ri, "", "(深层资源)")
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_grant_routed(dd_snap, "positive", "safe_cell", evt.cell, ri, "", "(深挖)")
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# 魔能共鸣·每战首次开安全格追加魔法矢(迭代 12 T2——relic 件「每关首次开格必出魔法矢」
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# 落地为每战首次〔战斗域单事务无跨战状态——「每关」字面改「每战」台账披露待追认〕;
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# board_typed magic 必中,扫雷结算触发点=relic 挂 first_dig_spell 承载红线①)
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@@ -563,6 +566,8 @@ func _settle() -> void:
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return
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_emit_row("verdict", "", Vector2i(-1, -1), ri, "下一轮次", 0, {}, "")
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_exit_distribution()
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# 深挖钻头 v2 轮初快照滚动(本轮付费次数已消费——下一轮 N=当前值−新快照)
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_relic_paid_at_round_start = int(action_economy.deep_paid_count)
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_settling = false
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@@ -131,13 +131,42 @@ static func bonus_result_text(result: Dictionary) -> String:
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return "已选择:%s\n其余选项已丢弃(不可反悔)" % name
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# 流派件卡片文案(迭代 12 T1——「流派件 · 流派名」形制+件名;空行 = 防御通用文案)
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# 流派件卡片文案(迭代 12 T1;2026-10-04 呈现补强——第三行=hook 效果摘要,用户反馈「不知道件是
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# 干嘛的」缺口承载;摘要=静态映射表 provisional 文案归代拍板白名单「件文案微调」)
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static func relic_card_text(row: Dictionary) -> String:
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if row.is_empty() or String(row.get("relic_id", "")) == "":
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return "流派件\n???"
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var arch_names := {"magic": "魔法", "pierce": "穿刺", "normal": "普攻", "dig": "开格",
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"flag": "标旗", "charge": "蓄力", "devour": "吞噬"}
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var arch := String(arch_names.get(String(row.get("archetype", "")), "流派"))
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var summaries := {
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"hero_attack_rider": "普攻附加必中伤害",
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"clamp_modifier": "克制面强化",
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"first_dig_spell": "首格追加奥术矢",
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"kill_overflow": "击杀半额弹射",
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"dig_count_segments": "开格积穿刺矢",
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"roll_discount": "打轻甲更易命中",
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"round_dig_bonus": "开格越多打得越疼",
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"hit_trade": "加伤换命中",
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"armor_roll_rewrite": "攻击恒75%折扣",
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"heavy_debuff": "打重甲附加破防",
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"dig_yield_mult": "开格产出放大",
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"deep_dig": "开格2AP·产出双份",
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"flag_resource": "标中雷额外得资源",
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"nest_aura": "控巢攻击光环",
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"flag_all_hit": "全中标旗伤加倍",
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"flag_strike": "标中旗必中打敌",
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"ap_carry": "剩AP转下轮攻击",
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"charge_shield": "蓄力转减伤",
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"charge_spike": "蓄满下轮爆发",
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"terrain_refund": "吃地形伤返资源",
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"terrain_dig_double": "挖伤害格双产出",
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"flag_neutralize": "标旗中和伤害格",
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"variant_counter": "吃地形伤反打全体",
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}
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var summary := String(summaries.get(String(row.get("hook", "")), ""))
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if summary != "":
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return "%s · %s\n%s" % [String(row.get("display_name", row.get("relic_id", ""))), arch, summary]
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return "流派件 · %s\n%s" % [arch, String(row.get("display_name", row.get("relic_id", "")))]
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