"system","original_rule","evidence","mvp_active_deviation","demo_default","status" "base player stats","ATK20, HP500, AIM1.5, DEF10, EVA1, COUNTER10, ASP100, CRIT10","battleplayerdefaultstat.csv","HP100, DEF5, AIM100%, EVA0%, CRIT5%, ASP multiplier1.0; ATK20 and COUNTER10 retained","frozen values in v0.2.7","intentional deviation" "battle cadence","real-time automatic cooldown/attack-speed system; each living actor schedules independently; interval=100/finalAttackSpeed","BattleController/native combat reverse","none; v0.2.8 adopts the original real-time cooldown scheduler and removes strict alternating turns","no global 0.25-second clamp","source-aligned" "damage and lifesteal rounding","source keeps floating damage through HP subtraction and lifesteal uses ceil(finalDamage*rate/100)","combat native reverse report","none in calculation; UI may round only for display","positive lifesteal result has minimum heal 1","source-aligned" "counterattack","independent >= RandomInt(1,101) check; triggered DamageMeta can miss or crit and uses defense; no lifesteal","combat native reverse report","none in calculation","base counter rate10","source-aligned" "revive","Revive blessing exists and original product also contains revive/ad paths","augment.csv ID106 + native metadata","all revive disabled","run ends at HP<=0","intentional deviation" "potions","9 shop potion offers","ingameshoplist.csv offers143..151","single healing potion only","10% maxHP, base capacity1","intentional deviation" "board lifetime","one persistent 44-position board mutates across loops","BoardController native refresh path","none","4 large + 40 small","source-aligned" "new-run generation","SpawnInitialTiles -> SpawnAllCornerTiles -> AddRandomGoodTiles(8)","InitNewGame native state machine","Good metadata deck is reduced to implemented events","8 attempts, not 8 guaranteed placements","mixed" "Start normal refresh order","source call order differs from the product transaction order","Start MoveNext calls 0x5541AC0, 0x5544C94, 0x554661C, 0x5546828, 0x55472D8","shop interaction -> final Boss judgment -> Floor reward -> non-final loop and purchased Tile commit -> Good -> Enemy -> heal -> resume","30% maxHP heal","intentional transaction-order deviation" "next-loop tile injection","AddRandomGoodTiles(loop+2), then AddRandomEnemyTile(enemyTilesPerLoop,false)","BoardController.AddNextLoopTiles native","none in structure","enemyTilesPerLoop=3 until serialized value is recovered","partial/default" "Good event deck","new-account deck has 8 OutGameTile metadata: 100,103,106,109,112,124,133,136","outgametile.csv/outgametileskill.csv","runtime deck: tile IDs137,141,143,151,164,169 plus fixed AUGMENT124","169 gate overridden only for validation","intentional deviation" "Corner set","8 enabled Corner tile rows:125,126,127,128,129,131,167,175 with gates","newtile.csv","only 125,127,128,129,131","consumed Corner locally refreshes to another legal Corner","intentional deviation + edge default" "building / exterior houses","Housing Support 129 rolls two independent D6; A+B is the base construction-attempt count; actual construction is capped by eligible spaces in the upcoming row; exact reward conversion is unresolved","CornerDiceBuilding runtime path + corner-rules.csv","enable one exterior house slot per ordinary small tile; place without replacement on the next clockwise board side; houses persist independently of underlying tile mutation until final Boss conversion; Urban Planning 152 adds 2 attempts","1 spirit stone per actual house; no eligible slot resolves as zero; final Boss conversion clears all houses","source structure + MVP executable edges" "blessing catalog","31 enabled main-mode blessings, equal base prob weight10","augment.csv + runtime observation for DoubleHeal","28 active; disable IDs106,156,157; show exactly 3 distinct candidates; all definitions return to pool after choice; stackable values add","DoubleHeal adds 8% max-HP healing per acquired copy on Natural Double; Urban Planning 152 is unique and adds 2 construction attempts","intentional scope and stacking rule" "shop catalog","96 offers: TILE12/AUGMENT31/POTION9/STAT13/FIXED30/LOTTO1","ingameshoplist.csv","load all, enable 77 offers in runtime pools","see 03-shop-product-whitelist.csv","intentional scope filter" "shop slots","3 fixed + 3 random","shop native/config reverse","none in count; random slots are equal-weight without replacement, cannot duplicate on one screen, and sold-out items stay excluded for the current visit","next shop activation clears the sold-out visit set; owned stackable blessings may recur","source-aligned + MVP draw edge rules" "shop reroll","price=3+2*k, k starts0; free reroll does not advance k","gameconfig.csv ID119 + native shop reverse","none","no hard cap","source-aligned" "ordinary repeat purchase","price does not automatically rise; buyCount limits stock","ingameshoplist.csv","none","fixed price","source-aligned" "fixed potion upgrades","separate rows encode price ladder, not dynamic markup","offers165..194","mapped onto the single potion","count 10..78, heal 7..100, refill5","source structure + MVP mapping" "black market","base + trunc(base*surchargePercent/100); percent unresolved","CornerBlackMarket native reverse","none in formula","50% surcharge","partial/default" "equipment quality","six weights 210:60:28:4:1:4","weapondrop.csv","none","no pity","source-aligned" "equipment level","Floor/Floor+1/Floor+2 relative weights90:5:1","gameconfig.csv ID100 + native reverse","none","weighted normalized draw","source-aligned" "equipment salvage","exact in-run conversion values not closed","consumer unresolved","quality values1/2/4/8/12/16","fixed per quality","demo economy" "enemy death reward","death-time generation path confirmed; no unified probabilities recovered","combat/drop reverse","95/4/1 normal and fixed+5:2 elite","see defaults table","demo economy" "boss mid-fight gear","one mid-fight gear appearance observed; condition unknown","runtime observation","trigger at first <=50% crossing","once per boss","demo threshold" "DiceGauge pressure","source hidden gauge 0->50->100, then 4-roll counter, then 4 distinct non-AUGMENT pressure tiles","stage config + IL2CPP + runtime","enter at50; +25 per player action; at100 count down4 rolls; pressure action resets to0; shortage does not downgrade and delays conversion","resolved pressure tile becomes Empty","intentional cycle deviation + frozen edge rules" "final Boss conversion movement","source overflow edge not fully observed","Start/Boss branch partial + gameplay decision","preserve remainingSteps after 44-tile conversion; if zero require one more Roll and new landing","current standing tile is not a new landing","MVP frozen" "Floor point reward","original loop reward resources and stage multipliers differ","ingamereward.csv","10+5*Floor in-run points","integer","intentional economy replacement"