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gplan-2/game/data/tables/settlement.tres
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[gd_resource type="Resource" script_class="SettlementTable" load_steps=6 format=3]
[ext_resource type="Script" path="res://data/schemas/settlement_table.gd" id="1"]
[ext_resource type="Script" path="res://data/schemas/settlement_core_table.gd" id="2"]
[ext_resource type="Script" path="res://data/schemas/damage_roll_table.gd" id="3"]
[sub_resource type="Resource" id="SettlementCoreTable_core"]
script = ExtResource("2")
source_label_map = {
"safe_cell": "安全格",
"seal_hit": "封印命中",
"mine_hit": "危险格",
"clear_reward": "清图奖励",
"enemy_action": "敌方行动",
"hero_attack": "主角攻击",
"seal_miss": "封印未中"
}
effect_pool_map = {
"attack_up": "hero_offense",
"weaken": "enemy_output",
"enrage": "enemy_output",
"sapped": "hero_offense",
"empower": "enemy_output",
"fortify": "enemy_defense"
}
pool_clamp_lo = -100
pool_clamp_hi = 100
round_direction = "floor"
p_perfect = 200
seal_hit_premium = 125
[sub_resource type="Resource" id="DamageRollTable_roll"]
script = ExtResource("3")
equivalence_ref_damage = 4
armor_effectiveness = {
"normal": {
"light": 0,
"ward": 1,
"heavy": -1
},
"pierce": {
"light": -1,
"ward": 1,
"heavy": 0
},
"magic": {
"light": 0,
"ward": -1,
"heavy": 1
}
}
roll_faces = 20
attack_bonus = 0
roll_tier_bounds = [3, 7]
roll_tier_discounts = [75, 50, 25]
crit_roll = 20
crit_multiplier = 200
damage_floor = 1
armor_roll_stream = "armor_roll"
[resource]
script = ExtResource("1")
segment_order = PackedStringArray("grant", "buff_debuff", "combat", "decay", "verdict")
core = SubResource("SettlementCoreTable_core")
damage_roll = SubResource("DamageRollTable_roll")