Initial import of HEROLL source and design documents

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