Implement hunting AP and progress, event tasks, exchanges, games, stories and actions; connect battle and reward handling. Add CashShop plugin and installation, server purchases and entitlements, recharge rules and plugin version metadata. Distribute binary calendars independently; cache GameData in memory and fix single-connection query deadlocks. Improve automatic login and recovery diagnostics; document configuration and release flows.
41 lines
2.3 KiB
Markdown
41 lines
2.3 KiB
Markdown
# Event play runtime policy
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Registry dates and UIDs are provided by server configuration. No calendar is
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invented or enabled here. Every mutable operation is saved with its session,
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path, sequence and exact request, and retries replay the complete response.
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Production runs the economy and snapshot writes in one repository transaction.
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Event stories use installed PackEventStoryTable rows. Seasonal clears and
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archive replay clears have separate once-only reward ledgers. Event battles
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use mode 17 and the client's custom stage fields 8/9, not monster field 3.
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Installed PackEventBattleTable supplies the matching deck, win cost and repeat
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rewards. Previous stages must be cleared. Failed/abandoned battle closes the
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run without victory cost or rewards. Only server-proven stage clears are
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returned by PackEventBattleInfo. BattleEnd reward bundle is field 5 and event
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stage info is field 16.
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Client-simulated minigames own a persistent run per session and family. Start
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locks schedule and stage; End requires that run and commits its record before
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the run closes. Rankings project local records, not official global scores.
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Run/Field use FieldMiniGameRewardTable score thresholds; higher daily records
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pay per-resource positive differences. Quick reward is only available for a
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stored best score not already paid for that UTC day.
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Field scores are computed from installed pack FieldMiniGameObjectTable IDs;
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objects may be scored only once per run. Rhythm stage and mode select the
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installed maximum score. Hopscotch captured area is range checked. Survival
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start validates character/map and supplies the installed starting skill;
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play coin/experience is recorded and End cannot exceed committed progress.
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Upgrade costs come from FieldMiniGameUpgradeTable and currency 43. Skill
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offers come from installed FieldMiniGameSkillGroupTable IDs. Defense stages
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pay installed MGDRewardTable wave rewards once per saved record.
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EventHub settings are projected from static PackEventListTable and configured
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child schedules. Mini hub slots use their distinct protobuf shape. A registry
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with no configured events yields empty Info responses rather than activating
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unconfigured content.
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This package intentionally does not turn a plain RandomBox reward into an
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immediate opening. Reward type 9 remains inventory; manual box opening belongs
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to the shared economy's box-opening operation.
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