7.0 KiB
7.0 KiB
| 1 | key | original_status | mvp_default | type | range | rationale | source | label |
|---|---|---|---|---|---|---|---|---|
| 2 | enemyTilesPerLoop | serialized field confirmed; original scene value not recovered | 3 attempts per normal loop | integer | 0..40 | keeps the board playable while preserving the real configuration entry | BoardController field + AddNextLoopTiles native call | DEMO default |
| 3 | blackMarketSurchargePercent | formula confirmed; percentage unknown | 50 | integer percent | 0..300 | reproduces the former 1.5x demo while keeping the source formula | Black Market price native path | DEMO default |
| 4 | bossPressureTargetCountWhenShort | normal target=4; shortage behavior unknown | require exactly 4 eligible distinct non-AUGMENT tiles; if fewer than 4, delay with no partial conversion and keep gauge full | rule | exactly 4 | MVP does not downgrade the pressure action | DiceGauge reverse report + v0.2.8 design decision | MVP frozen |
| 5 | bossPressureResolvedTile | restoration behavior unknown | convert resolved pressure tile to Empty; do not restore overwritten tile | enum | Empty | deterministic and avoids resurrecting consumed rewards | residual risk in stage-floor report | DEMO default |
| 6 | bossPressureGaugeCycle | source normal path is 0->50->100 | enter stage at 50; add 25 per completed player action; at 100 start 4-roll countdown; after pressure action reset to 0 | rule | 0..100 | creates the approved initial 2-action then repeating 4-action pressure cycle | source reverse + v0.2.8 intentional deviation | MVP frozen |
| 7 | bossPressureCounterUI | exact original presentation unknown | warning icon plus 4/3/2/1 countdown; never replace visible 0/50 progress | UI rule | hidden/off or warning | keeps three state variables distinct | runtime observation + reverse report | DEMO default |
| 8 | combatDropDisplayCapacity | finite capacity confirmed; exact count unknown | 10; when the 11th arrives replace the oldest unhandled drop FIFO with explicit feedback | integer | 10 | separates four equipped slots from the ten-item drop display | runtime observation + v0.2.8 design decision | MVP frozen |
| 9 | randomShopDraw | 3 random slots confirmed; full weighting/exclusion not closed | equal weight, without replacement, 3 offers | rule | 0..3 visible | exclude disabled, sold-out, owned unique and unmet dependency offers | shop metadata/native partial | DEMO default |
| 10 | shopTileInstallTarget | purchase exists; exact target selection not closed | random legal ordinary small tile; block purchase and do not charge if none | rule | eligible small tiles | atomic transaction and no reward loss | shop catalog + unresolved consumer | DEMO default |
| 11 | augmentCandidateDraw | 31 enabled all prob=10; runtime exclusion order partial | filter first, equal-weight without replacement, show exactly 3; if fewer than 3 treat as configuration error and block resolution | rule | exactly 3 visible | never fill with duplicates; all definitions return to the pool after selection and are filtered again next time | augment.csv + v0.2.8 design decision | MVP frozen |
| 12 | augmentRerollNoRepeat | exact replacement exclusion unknown | replace all three; avoid the currently displayed IDs where pool permits | rule | once per event if enabled | prevents a no-op reroll | MVP interaction rule | DEMO default |
| 13 | goodDeckFailedInstallConsumption | draw/deck behavior confirmed; failure consumption edge unknown | consume the drawn metadata attempt; reshuffle only after deck exhaustion | rule | boolean | preserves attempt semantics and deterministic RNG | GetNextMetadata/AddRandomGoodTiles partial | DEMO default |
| 14 | integerAffixRandom | min/max formula confirmed; endpoint behavior not closed | uniform real draw over inclusive conceptual range, then round half up to integer | RNG rule | rounded integer | uses one explicit rounding policy | equipment reverse residual + v0.2.8 design decision | MVP frozen |
| 15 | floatAffixRandom | one-decimal precision confirmed; endpoint behavior not closed | uniform real draw over inclusive conceptual range, then round half up to 0.1 | RNG rule | rounded to 0.1 | matches displayed precision | weaponstatus.csv + v0.2.8 design decision | MVP frozen |
| 16 | maxHpDecreaseCurrentHp | consumer edge behavior unknown | currentHP=min(currentHP,newMaxHP), no damage/death event | rule | clamp | prevents equipment swap from triggering combat damage hooks | unresolved runtime edge | DEMO default |
| 17 | attackSpeedChangeTiming | source uses real-time cooldown scheduling | apply to the next cooldown scheduled after the current attack completes; do not retroactively rescale an active attack or cooldown | rule | next cooldown | preserves deterministic scheduling in the source-aligned real-time model | combat native reverse + v0.2.8 decision | source-aligned edge rule |
| 18 | bossMidFightDropHp | mid-fight drop observed; exact threshold/phase unknown | first crossing to HP <= 50%, once per boss fight | percent | 1..99 | documented v0.2.7 validation value | runtime observation | DEMO default |
| 19 | normalEnemyDeathReward | death-time generation path confirmed; probabilities unknown | one weighted result: gear 95, potion 4, points 1 | relative weights | 95:4:1 | stable validation economy | v0.2.7 frozen reward pacing | DEMO default |
| 20 | eliteEnemyDeathReward | exact elite rule unknown | 1 gear plus one extra result from potion:points=5:2 | rule | fixed + weighted | stable elite differentiation | v0.2.7 frozen reward pacing | DEMO default |
| 21 | floorPointReward | original loop rewards use different resources; MVP mapping is not source | 10 + 5 * displayedFloor points | integer formula | >=15 | closed local-run economy | v0.2.7 design | DEMO default |
| 22 | originalRewardFloatRounding | stage multiplier rows confirmed; rounding unknown | floor after multiplication | rounding | nonnegative integer | single deterministic policy | ingamereward.csv residual | DEMO default |
| 23 | finalStartRemainingSteps | boss branch exists; overflow movement edge not fully observed | preserve remainingSteps on boss-floor conversion; if zero require one additional Roll before Boss battle | rule | >=0 | implements the approved Boss-board landing semantics | Start branch + v0.2.8 design decision | MVP frozen |
| 24 | diceBattleTie | tie consumer not fully closed | dealer wins ties | enum | dealer/player/retry | standard house-edge fallback and single-exit state | GoodEventDiceBattle partial | DEMO default |
| 25 | luckyScratchRevealThreshold | gesture completion threshold not recovered | 65% revealed area | percent | 50..90 | prevents pixel-perfect scratching | GoodEventSpito UI residual | DEMO default |
| 26 | forgeMaxQuality | 80/50/30/10 steps confirmed; Arcane transition not closed | cap at Myth; Arcane cannot be forged | enum | Myth | four transitions from Normal align with four probabilities | Forge config/runtime residual | DEMO default |
| 27 | housingRewardPerHouse | Housing Support rolls two independent D6 and rewards by actual houses built; exact house-to-point mapping is not recovered | 1 spirit stone per successfully built house | integer | 1 | closes the construction event economy without presenting the value as an original rule | CornerDiceBuilding reverse + v0.2.8 design decision | DEMO default |