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HEROLL/HEROLL_RULES_v0.2.8/10-配置与白名单/05-original-vs-mvp-vs-demo.csv
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1systemoriginal_ruleevidencemvp_active_deviationdemo_defaultstatus
2base player statsATK20, HP500, AIM1.5, DEF10, EVA1, COUNTER10, ASP100, CRIT10battleplayerdefaultstat.csvHP100, DEF5, AIM100%, EVA0%, CRIT5%, ASP multiplier1.0; ATK20 and COUNTER10 retainedfrozen values in v0.2.7intentional deviation
3battle cadencereal-time automatic cooldown/attack-speed system; each living actor schedules independently; interval=100/finalAttackSpeedBattleController/native combat reversenone; v0.2.8 adopts the original real-time cooldown scheduler and removes strict alternating turnsno global 0.25-second clampsource-aligned
4damage and lifesteal roundingsource keeps floating damage through HP subtraction and lifesteal uses ceil(finalDamage*rate/100)combat native reverse reportnone in calculation; UI may round only for displaypositive lifesteal result has minimum heal 1source-aligned
5counterattackindependent >= RandomInt(1,101) check; triggered DamageMeta can miss or crit and uses defense; no lifestealcombat native reverse reportnone in calculationbase counter rate10source-aligned
6reviveRevive blessing exists and original product also contains revive/ad pathsaugment.csv ID106 + native metadataall revive disabledrun ends at HP<=0intentional deviation
7potions9 shop potion offersingameshoplist.csv offers143..151single healing potion only10% maxHP, base capacity1intentional deviation
8board lifetimeone persistent 44-position board mutates across loopsBoardController native refresh pathnone4 large + 40 smallsource-aligned
9new-run generationSpawnInitialTiles -> SpawnAllCornerTiles -> AddRandomGoodTiles(8)InitNewGame native state machineGood metadata deck is reduced to implemented events8 attempts, not 8 guaranteed placementsmixed
10Start normal refresh ordersource call order differs from the product transaction orderStart MoveNext calls 0x5541AC0, 0x5544C94, 0x554661C, 0x5546828, 0x55472D8shop interaction -> final Boss judgment -> Floor reward -> non-final loop and purchased Tile commit -> Good -> Enemy -> heal -> resume30% maxHP healintentional transaction-order deviation
11next-loop tile injectionAddRandomGoodTiles(loop+2), then AddRandomEnemyTile(enemyTilesPerLoop,false)BoardController.AddNextLoopTiles nativenone in structureenemyTilesPerLoop=3 until serialized value is recoveredpartial/default
12Good event decknew-account deck has 8 OutGameTile metadata: 100,103,106,109,112,124,133,136outgametile.csv/outgametileskill.csvruntime deck: tile IDs137,141,143,151,164,169 plus fixed AUGMENT124169 gate overridden only for validationintentional deviation
13Corner set8 enabled Corner tile rows:125,126,127,128,129,131,167,175 with gatesnewtile.csvonly 125,127,128,129,131consumed Corner locally refreshes to another legal Cornerintentional deviation + edge default
14building / exterior housesHousing 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 unresolvedCornerDiceBuilding runtime path + corner-rules.csvenable 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 attempts1 spirit stone per actual house; no eligible slot resolves as zero; final Boss conversion clears all housessource structure + MVP executable edges
15blessing catalog31 enabled main-mode blessings, equal base prob weight10augment.csv + runtime observation for DoubleHeal28 active; disable IDs106,156,157; show exactly 3 distinct candidates; all definitions return to pool after choice; stackable values addDoubleHeal adds 8% max-HP healing per acquired copy on Natural Double; Urban Planning 152 is unique and adds 2 construction attemptsintentional scope and stacking rule
16shop catalog96 offers: TILE12/AUGMENT31/POTION9/STAT13/FIXED30/LOTTO1ingameshoplist.csvload all, enable 77 offers in runtime poolssee 03-shop-product-whitelist.csvintentional scope filter
17shop slots3 fixed + 3 randomshop native/config reversenone in count; random slots are equal-weight without replacement, cannot duplicate on one screen, and sold-out items stay excluded for the current visitnext shop activation clears the sold-out visit set; owned stackable blessings may recursource-aligned + MVP draw edge rules
18shop rerollprice=3+2*k, k starts0; free reroll does not advance kgameconfig.csv ID119 + native shop reversenoneno hard capsource-aligned
19ordinary repeat purchaseprice does not automatically rise; buyCount limits stockingameshoplist.csvnonefixed pricesource-aligned
20fixed potion upgradesseparate rows encode price ladder, not dynamic markupoffers165..194mapped onto the single potioncount 10..78, heal 7..100, refill5source structure + MVP mapping
21black marketbase + trunc(base*surchargePercent/100); percent unresolvedCornerBlackMarket native reversenone in formula50% surchargepartial/default
22equipment qualitysix weights 210:60:28:4:1:4weapondrop.csvnoneno pitysource-aligned
23equipment levelFloor/Floor+1/Floor+2 relative weights90:5:1gameconfig.csv ID100 + native reversenoneweighted normalized drawsource-aligned
24equipment salvageexact in-run conversion values not closedconsumer unresolvedquality values1/2/4/8/12/16fixed per qualitydemo economy
25enemy death rewarddeath-time generation path confirmed; no unified probabilities recoveredcombat/drop reverse95/4/1 normal and fixed+5:2 elitesee defaults tabledemo economy
26boss mid-fight gearone mid-fight gear appearance observed; condition unknownruntime observationtrigger at first <=50% crossingonce per bossdemo threshold
27DiceGauge pressuresource hidden gauge 0->50->100, then 4-roll counter, then 4 distinct non-AUGMENT pressure tilesstage config + IL2CPP + runtimeenter at50; +25 per player action; at100 count down4 rolls; pressure action resets to0; shortage does not downgrade and delays conversionresolved pressure tile becomes Emptyintentional cycle deviation + frozen edge rules
28final Boss conversion movementsource overflow edge not fully observedStart/Boss branch partial + gameplay decisionpreserve remainingSteps after 44-tile conversion; if zero require one more Roll and new landingcurrent standing tile is not a new landingMVP frozen
29Floor point rewardoriginal loop reward resources and stage multipliers differingamereward.csv10+5*Floor in-run pointsintegerintentional economy replacement