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gplan-2/game/data/tables/shop.tres
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[gd_resource type="Resource" script_class="ShopTable" load_steps=2 format=3]
[ext_resource type="Script" path="res://data/schemas/shop_table.gd" id="1"]
[resource]
script = ExtResource("1")
gp_drops = [{
"tier": "normal",
"display_name": "普通战斗",
"mean": 3,
"roll_min": 2,
"roll_max": 4
}, {
"tier": "elite",
"display_name": "精英战斗",
"mean": 5,
"roll_min": 4,
"roll_max": 6
}, {
"tier": "boss",
"display_name": "Boss 战斗",
"mean": 8,
"roll_min": 6,
"roll_max": 10
}]
level_gp_bonus = [{
"level_index": 1,
"bonus": 0
}, {
"level_index": 2,
"bonus": 1
}, {
"level_index": 3,
"bonus": 2
}]
products = [{
"product_id": "atk_up",
"display_name": "攻击祝福",
"attr": "atk",
"flat_value": 1,
"base_price": 4,
"price_increment": 2
}, {
"product_id": "hp_up",
"display_name": "生命祝福",
"attr": "max_hp",
"flat_value": 3,
"base_price": 2,
"price_increment": 2
}, {
"product_id": "armor_up",
"display_name": "护甲祝福",
"attr": "armor_class",
"flat_value": 1,
"base_price": 4,
"price_increment": 2
}]
price_level_bonus = [{
"level_index": 1,
"bonus": 0
}, {
"level_index": 2,
"bonus": 2
}, {
"level_index": 3,
"bonus": 4
}]
pool_shelf = [{
"kind_id": "attack",
"display_name": "攻击祝福",
"base_price": 4
}, {
"kind_id": "max_hp",
"display_name": "生命祝福",
"base_price": 4
}, {
"kind_id": "armor",
"display_name": "护甲祝福",
"base_price": 4
}, {
"kind_id": "ap",
"display_name": "行动点件",
"base_price": 5
}, {
"kind_id": "feat_ticket",
"display_name": "专长获取",
"base_price": 5
}, {
"kind_id": "heal",
"display_name": "应急回复",
"base_price": 5
}]
price_a = 1.8
price_b = 1.1
relic_base_price = 15.0
spend_discount = 0.8
; GP+商店房实施批(2026-09-20 用户拍板,设计权威 design/research/proposal-gp-shop-room-2026-09-20.md 裁决记录):
; 掉落=均值±方差掷定(gp_drop 封闭流)+关级加值;精英行为预留行(当前无消费方,随精英节点内容批启用);
; 价格公式 = base_price + price_level_bonus(关卡) + price_increment × 该商品已购档数(已购档数在 冒险结构——
; 冒险内累计、跨冒险清零);商品三件全陈列无刷新无摇号(2026-09-20 拍板,提案 §2.4 的三选一+刷新方案退役)。
; 期望账:L2 商店前可得 GP 期望 ≈ 35–40(L1 全程 22 ± 惊喜 + L2 商店前五战 21 ± ),三件首购总价 L2 =
; (4+2)+(2+2)+(4+2)=16、全购欲望 ≈ 26–34——取舍空间成立;量级与方差全部 provisional-pending-曲线调参批
;(用户拍板骨架先行、数值整体后置,行值归 难度曲线与Boss)。
; GP 商店房重构批(M-4 迭代 11 第②批 T1,2026-10-03——需求卡片 v1.3 全裁 P1 共享池/P4 ceil/P5 甲):
; pool_shelf 行族 = 共享池货架(kind_id 词表 attack/max_hp/armor/ap/feat_ticket/heal 六行——heal 系 T6 商店补回复〔默认原则:分类内成员都要在它该出现的渠道池里,现行缺〕、GP 袋负交易切边计价物不自售、feat_ticket 系 T5 专长凭证行〔非 Boss 渠道专长入口,价与其他商品相当=契约④口径②〕、
; 规则改写型特性三轴 doctrine 切边;库存=上限即库存,账本在 冒险结构 _bonus_taken 单点共享,行族不记库存);
; 价格公式换代(pool 模式)= ceil(base_price × b^(关序−1) × A^(本次进店已购次数)),price_a=1.8/price_b=1.1
; provisional 投值(零人工令改 provisional+后置追认,原 P5 甲研究拍板后置);products 行族 + 加法定价
; 随 legacy 模式(shop=off 对照承载)保留不退役,退役归 off 锚换代批。货架行值全部 provisional 归
; 难度曲线与Boss。