Join STINIT object definitions

This commit is contained in:
gamer147
2026-07-23 09:34:23 -04:00
parent 9e5fa94073
commit 9c05451369
9 changed files with 118 additions and 28 deletions

View File

@@ -753,10 +753,11 @@ and turn-limit outcome. Further passes establish target clear turns, performance
the 20-slot map-texture override list, object type/tile/difficulty fields, and seven required plus five
forbidden story prerequisites. Generated records now carry a joined `semantic_fields` view and assemble
2,312 object placements across 66 stages. FIELD resolves the universal reinforcement interval/limit and
type-tagged initial-faction, teleport, treasure, and card-list payloads; 185 payload cells on other object
types remain raw. The separate 30-cell enemy family is also decoded: FIELD/SETEN/ADDEN establish unit/faction,
direct or object-linked placement, difficulty/story gates, level floor/cap/scaling, weighted selection,
and three difficulty-specific movement/battle routine-set ids. The generated view assembles all 1,378
type-tagged initial-faction, teleport, treasure, card-list, and non-triggering-faction payloads. OBINIT
supplies authoritative names for all 46 object types and descriptions for 34; 81 payload cells on types 11,
17, 26, and 27 remain raw. The separate 30-cell enemy family is also decoded: FIELD/SETEN/ADDEN establish
unit/faction, direct or object-linked placement, difficulty/story gates, level floor/cap/scaling, weighted
selection, and three difficulty-specific movement/battle routine-set ids. The generated view assembles all 1,378
populated enemy slots across 66 stages, including 485 enemies suppressed after the stage's first clear.
Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks:
@@ -767,7 +768,7 @@ Once the natural spine and first gameplay loop are trustworthy, broaden in indep
- Unit statistics, equipment, inventory, skills, magic, heroine forms, and progression.
- Combat resolution presentation, enemy turns/AI services, and win/loss transitions.
- A full chapter of ADV and the scene types encountered between gameplay segments.
- Remaining STINIT tagged payloads on object types 11, 17--21, and 25--27, plus other data schemas when
- Remaining STINIT tagged payloads on object types 11, 17, 26, and 27, plus other data schemas when
their runtime consumers make them necessary.
The high-level Phase B direction remains canonical in `docs/remake-architecture-and-roadmap.md`; this file