Initial import of HEROLL source and design documents
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# HEROLL 丹药与 Boss 循环纠错报告
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正式报告见项目文档:[`../../../docs/2026-08-24_逆向-HEROLL丹药与Boss循环-report.md`](../../../docs/2026-08-24_逆向-HEROLL丹药与Boss循环-report.md)。
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## Findings
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### F-001
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- title: HealLevel values are fixed HP, not max-HP percentages
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- severity: n/a_re
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- category: reverse_algo
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- status: validated
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- evidence_ids: [E-001, E-002, E-004]
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- location: PotionController.GetPotionFinalHeal @ 0x5473568
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- impact: Interpreting 50 as 50% materially over-heals and collapses survival pacing.
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- confidence: high
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### F-002
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- title: Boss gameplay contract is a 2-roll buildup plus 4-roll countdown cycle
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- severity: n/a_re
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- category: design
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- status: validated
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- evidence_ids: [E-003, E-005]
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- location: Board movement post-resolution state
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- impact: The previous immediate action after two rolls had the wrong pace and converted the wrong number of tiles.
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- confidence: high
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### F-003
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- title: Windows launcher flash exit was caused by encoding and newline incompatibility
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- severity: n/a_re
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- category: other
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- status: validated
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- evidence_ids: [E-006]
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- location: HEROLL_MVP_双击启动.cmd and Windows PowerShell 5.1 script decoding
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- impact: cmd.exe split LF-only UTF-8 commands incorrectly; Windows PowerShell 5.1 also misread a BOM-less UTF-8 PS1.
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- confidence: high
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## Paths
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### P-001
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- title: Potion configuration to final heal callflow
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- path_type: callflow
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- start: potion.csv HEAL_LEVEL.value
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- goal: resolved player HP delta
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- steps:
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1. Load fixed HealLevel value 50/80/110..650 — E-001, F-001.
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2. GetPotionFinalHeal obtains that fixed value — E-002, F-001.
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3. If Potion_PercentHeal exists, add maxHp × value/100 — E-002, F-001.
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4. Apply the adaptive multiplier and clamp actual HP in the MVP — E-002, E-006, F-001.
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- residual_risks: Other potion augments remain validation implementations unless separately closed by native analysis.
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