iter54-卡3:精英专属池批(elite 行类与字段互锁/dangling_base/effective_pool 池继承合并/ENCOUNTER_ROW_KINDS 寻址门暂不接线/goblin_elite 落表+存量冒烟同步+图鉴导出认得精英行)——对照表 R1-R7 全绿(elite_row_test 六组/五件存量套件直跑绿/生产表 error 诊断 0),T3.8 里程碑出口 --code 六闸全绿【验收通过】
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@@ -207,6 +207,25 @@ rows = [{
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"armor_type": "light",
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"armor_class": 8
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}, {
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"level_index": 1,
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"row_kind": "elite",
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"depth_band": 0,
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"enemy_id": "goblin_elite",
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"display_name": "精英·地精",
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"unit_count": 1,
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"hp": 20,
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"atk": 2,
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"atk_min": 1,
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"atk_max": 3,
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"base_ref": "goblin",
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"pool_extra": [{
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"skill_id": "heavy",
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"weight": 2
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}],
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"attack_type": "normal",
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"armor_type": "light",
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"armor_class": 2
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}, {
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"level_index": 2,
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"row_kind": "battle",
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"depth_band": 0,
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@@ -943,6 +962,7 @@ rows = [{
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; 不做差异化(pierce/magic 属新设计另立项)。全局平移效应=主角穿重甲受伤 −1 / 魔法护甲 +1 / 轻甲 0,
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; 锻造甲路线首次具备战斗意义;克制矩阵数值零触碰(settlement.tres armor_effectiveness 不改)。
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;
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; 行键 = (level_index, row_kind, depth_band, enemy_id);row_kind ∈ {battle, boss}——battle=战斗节点配池,boss=终点行集;
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; 行键 = (level_index, row_kind, depth_band, enemy_id);row_kind ∈ {battle, boss, elite}——battle=战斗节点配池,boss=终点行集,elite=精英行(独立 enemy_id、池走继承+附加,暂不接线任何节点寻址);
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; depth_band=节点深度所在的带键,请求落带取首个 ≥ 深度的键(偏难一侧);越顶带由 resolver clamp、跨表校验判为调参事故。
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; (1,3) 大地精行 2026-11-04 用户裁退役,改地精+熊地精混编(行序熊地精在前、行值整行复用 (1,2)/(1,0)、静态骰和 3);沿革见 git 提交史
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; 精英专属池批首只精英=地精精英(1,elite,0,goblin_elite),行值 provisional(投值所有权归难度曲线与Boss 统一修正),来源=2026-11-06 用户点头草案 v0
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