3.9 KiB
3.9 KiB
| 1 | tile_id | source_id | display_name | min_stage | min_loop | entry | player_input | success | failure | reward | exit | exception_handling | confidence |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 141 | GoodEventChest | Chest | 0 | 0 | land on installed/eligible tile; board movement is suspended | open chest; inspect three generated gear items; equip or leave each item | chest opening completes and all three gear instances are generated | none | 3 random in-run gear instances through the normal gear generator | event callback returns after spawn animation; gear decisions remain in the normal drop UI | open is debounced; no reward is committed before generation; no source evidence for mid-event crash restoration | high |
| 3 | 137 | GoodEventSmithy | Forge | 0 | 0 | land on installed/eligible tile; a new Normal gear instance is created | claim current item or challenge the next rarity; after success choose again | upgrade roll passes the current 80/50/30/10 step and the same item advances one rarity | failed upgrade destroys the candidate and ends the event | claimed candidate gear; failed candidate gives no gear | claim or failure resolves callback and returns to board | challenge is single-flight; result must be stored before animation; current binary exposes four steps but Arcane eligibility is not proven | high |
| 4 | 143 | GoodEventBlackJack | Dice Battle | 0 | 3 | tile is naturally eligible from zero-based loop 3; landing opens Deoksoon view | start with 3 dice; choose HIT to add one D6 or STAND; after a win collect or rematch | not bust and final total beats dealer while approaching 21 | sum over 21 loses; native has only UserWin/DealerWin and no independent push reward path | first consecutive win 10 points; later wins use streak multipliers 2.5x/5x/10x; losing forfeits unclaimed streak reward | collect closes and commits; rematch resets hand but preserves streak; loss closes without reward | isRolling disables duplicate HIT/STAND; reward is calculated at claim; dealer tie policy is strong inference to DealerWin, pending one focused capture | medium-high |
| 5 | 169 | GoodEventSpito | Lucky Scratch | 1 | 3 | only Stage >=1 and zero-based loop >=3; landing opens a single scratch card | drag over the cover until ScratchPainter reaches revealThreshold | cover threshold reached; preselected prize is revealed | no losing outcome; the lowest prize is 1 point | 30 points at 10%; 10 points at 50%; 1 point at 40% | reveal invokes the completion callback; tap/close returns after reward display | isRevealed prevents duplicate callbacks; OnDestroy releases scratch resources; prefab revealThreshold remains unresolved; no mid-card crash recovery evidence | high |
| 6 | 151 | GoodEventClawGrab | Claw Machine | 0 | 0 | land on installed/eligible tile; cabinet creates its capsule layout | within 15 seconds press GRAB once while claw auto-moves; drop/close/return is automatic | a capsule crosses the collection trigger and its payload is granted | timer expires or claw returns without a capsule; empty capsule also grants nothing | 20-capsule source pool; one guaranteed Legendary gear capsule at the bottom; remaining normal pool weights empty40/point70/potion14/common gear40; base attempt 1 | after return/reset and no remaining attempts, event callback returns | canGrab/isResetting debounce input; OnDisable cancels movement; reward commits only on collection trigger; community two-play text conflicts with current 1,15 config | high for current APK |
| 7 | 164 | GoodEventDiceMachine | Dicereel | 0 | 3 | tile is naturally eligible from zero-based loop 3; landing opens three reels | press reel control; three faces resolve; free-spin results repeat the same flow | pair or triple pattern matches a dicemachine row | all three faces different grants none | pair/triple: face1 point5/20; face2 Normal gear1/Rare gear1; face3 free spin1/2; face4 blessing1/2; face5 good tile1/3; face6 potion1/3 | when result animation and any free spins finish, confirm/end callback returns to board | isClick/isAnyFail prevent duplicate finish; rewards spawn by typed dispatch; no source evidence for restoring a partially spinning reel after process death | high |