2.4 KiB
2.4 KiB
| 1 | order | branch | phase | source_status | mvp_rule | skip_on_final_boss |
|---|---|---|---|---|---|---|
| 2 | 0 | all | Start entry | source-aligned entry | Cross Start; lock dice and movement; store remainingSteps; finish any already-open equipment, blessing, event-reward, and shop UI before advancing the transaction. | false |
| 3 | 1 | shop-eligible | shop judgment and interaction | MVP ordered override | Evaluate the every-3-Floor shop condition; build 3 fixed plus 3 non-duplicate random offers; open the shop and await close. TILE purchases enter purchasedTileQueue and are not installed yet. | false |
| 4 | 2 | all | final Floor / Boss judgment | MVP ordered override | Evaluate Default final Floor or DiceGauge 50/50. On success replace all 44 positions with Boss Tile and retain remainingSteps. | false |
| 5 | 3 | all | current Floor reward | MVP ordered override | Grant the completed-Floor reward exactly once. This step runs after Boss judgment and before any normal-loop mutation. | false |
| 6 | 4 | normal non-final | loop commit and purchased Tile install | MVP ordered override | Increment loopIndex exactly once; install purchasedTileQueue entries in purchase order on legal ordinary small tiles. If the Boss branch was selected, roll back and do not charge uncommitted TILE purchases. | true |
| 7 | 5 | normal non-final | Good injection | source call structure retained | Await AddRandomGoodTiles(loopIndex+2). The argument is attempt count, not guaranteed successful placement count. | true |
| 8 | 6 | normal non-final | Enemy injection | source call structure retained | Await AddRandomEnemyTile(enemyTilesPerLoop,false); MVP default enemyTilesPerLoop=3 attempts. | true |
| 9 | 7 | all surviving | spring heal | source relative position intentionally overridden | Heal 30% max HP after reward and normal refresh; clamp to max HP. | false |
| 10 | 8 | all surviving | transaction completion | source-aligned completion | Restore camera/UI; write a safe checkpoint; unlock movement. | false |
| 11 | 9 | normal or converted Boss board with remainingSteps | movement resume | MVP edge rule | Continue clockwise using remainingSteps. Only the new final landing tile resolves. On a Boss board, that landing starts the final Boss battle. | false |
| 12 | 10 | converted Boss board without remainingSteps | next-roll Boss entry | MVP edge rule | Do not treat the standing position as a new landing. Require one more Roll; the next completed Boss-Tile landing starts the final Boss battle. | false |