Module cores

Source
Expand description

Balance knobs for the twin cores, their laws and the bridges between them (OVT-2517). Every number here is a design placeholder — the vertical shipped without a balance pass, on purpose.

Structs§

BridgeChargeConfig
How a bridge turns delivered Resonance into Law Power (plan §3).
CoreCurrencyKillDrop
PLACEHOLDER ECONOMY (plan §4): the core-upgrade currency drops off mobs and nothing else. The real faucet is a separate design pass — when it lands, this whole struct is expected to be replaced by proper drop tables, not re-tuned.
CoreEssenceChapterBand
One chapter band of the A3 all-free Core Essence faucet. Its source rates supersede BAL-010; the Core price ladder remains unchanged.
CoreLevelCost
Cost of raising ONE core from level - 1 to level. Shared by both cores: the doc’s «общая валюта прокачки» is one currency and one ladder.
CoresSettings
Everything tunable about cores, laws and bridges.
LawUpgradeStep
Cost of raising ONE law from level - 1 to level, paid in RAW COPIES of that same law. The level of a copy is irrelevant — copies are stock.

Constants§

CORE_FIRST_PURCHASABLE_LEVEL
The lowest core level a player can BUY.

Functions§

core_power_multiplier
BAL-010: the signed combat multiplier for the product P of the two core levels — one symmetric continuous formula replacing the superseded bucket table. M_power = 1 + min(P/5, sqrt(P) − 0.2); the P/5 arm rules the early products, the sqrt arm takes over from P ≈ 5 and keeps late levels worth buying without exploding. P ≤ 0 (a character without cores) is exactly ×1.0, which is what keeps acceptance #14 (“no cores plays as before”) true by construction.
core_stat_multiplier
BAL-010: the PER-STAT multiplier, M_stat = M_power^(1/2.75).
law_power_multiplier_for
1 + delivered × cap / capacity, in permyriad, clamped at the cap.