98 lines
4.3 KiB
Markdown
98 lines
4.3 KiB
Markdown
# P9.5 Equipment And Individual Growth Contract
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> Revision: `p9.5-contract-r1`
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> Baseline: `e006160`
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## Entry State
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P9.5 begins after either accepted P9.4 Crosswind return:
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| Prior choice | Coin | Company | Individual XP before Bell |
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|---|---:|---|---|
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| Wayrunner | `22` | Hearthguard, Farstring, Wayrunner | `26, 26, 14` |
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| Kindhand | `21` | Hearthguard, Farstring, Kindhand | `26, 26, 14` |
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All three Recruits remain `Lv.1`. Crosswind has one committed reward receipt.
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Bell Breach visibly telegraphs a first-contact line push before equipment input.
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## Equipment Transaction
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Two existing catalog items stand on world pedestals; neither is preselected:
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| Item | Compatible visible wearer | Benefit | Cost |
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|---|---|---|---|
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| `EQ-002 Frontpin Greaves` | Hearthguard | Resist the first Bell push and preserve the system line. | Hearthguard's first basic waits one tick; safety costs tempo. |
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| `EQ-012 Open-Line Cord` | Farstring | After the push exposes Farstring, fire one early `-14` shot at the rear RiftSpitter. | Farstring becomes the exposed lead for the remaining fight. |
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The first item tap focuses it. Tapping its compatible standing Recruit commits
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one equip receipt and opens Bell Breach selection. Tapping an incompatible
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Recruit, committing twice, or trying to equip the other item after commit
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changes no Coin, Company, levels, XP, equipment or receipt count.
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Each Recruit stores zero or one `equipped_item_id`. Replacement return semantics
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remain authoritative but are not exercised because every P9.5 slot begins
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empty. The salvage choice costs no Coin and creates no general inventory.
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## Bell Breach Counterfactual
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The existing Bell Breach Riftblade pair starts close enough to push at first
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contact. Equipment resolves before normal member/enemy actions at that boundary.
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| Company third member | Item | Terminal tick | Final order | Final HP: HG / FS / third |
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|---|---|---:|---|---|
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| Wayrunner | `EQ-002` | `91` | HG, FS, WR | `22 / 85 / 100` |
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| Wayrunner | `EQ-012` | `88` | FS, HG, WR | `106 / 9 / 100` |
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| Kindhand | `EQ-002` | `145` | HG, FS, KH | `82 / 85 / 90` |
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| Kindhand | `EQ-012` | `124` | FS, HG, KH | `108 / 51 / 90` |
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All four paths end in victory. Frontpin is the stable-line answer; Open-Line is
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the faster exposed-line answer. No route is labeled recommended.
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## Individual XP And Return
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The bounded preview uses the accepted formulas with Standard risk `Q=0`:
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```text
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xp_to_next(L) = 20 + 10*L
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battle_xp(R, 0) = 10 + 2*R
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Round 1 / 2 / 3 grants = 12 / 14 / 16 XP
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```
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Only living deployed Recruits receive the grant. Display speed never changes
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XP. On the third victory:
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- Hearthguard and Farstring: `26 + 16 = 42`, therefore `Lv.2, 12/40 XP`;
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- Wayrunner or Kindhand: `14 + 16 = 30`, therefore `Lv.2, 0/40 XP`;
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- Coin becomes `38` after the Wayrunner path or `37` after the Kindhand path;
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- Bell reward, XP and level receipts commit exactly once.
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The returned Hall shows `Lv` and XP as text beside every Company actor and the
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one equipment icon/name beside its wearer. This is run-local runtime state, not
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save/offline or permanent Meta progress.
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## Presentation
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- The Company remains the first focal read, the Bell push threat second, and
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the two item pedestals third.
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- Item inspection uses a short world caption, not a card, modal or inventory
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grid.
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- Focusing an item marks only its compatible wearer. The second tap lands on
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the actor body, not a separate Equip button.
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- Bell combat reuses the accepted horizontal field, actors, health bars,
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damage/heal floats, projectile, result hold and Pause/1x/2x controls.
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- Push resisted, line pushed, Open-Line shot, XP gain and level-up each have a
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bounded event-bound cue; reduced motion shortens presentation only.
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## Evidence
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- four-path domain test for entry XP, equip atomicity, exact Bell outcomes,
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reward, per-Recruit level/XP and duplicate rejection;
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- parsed ScreenTouch runtime paths through both items and both P9.4 third hires,
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with fallback/direct zero;
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- normal `844x390` frames for unselected salvage, each focused item/wearer,
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resisted push, exposed Open-Line shot, both results and returned growth;
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- five pacing profiles with explicit timestamps and longest no-decision gap;
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- source-bound H5 delivery only after local gates;
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- human comprehension/fun, listening, save/resume, device and release remain
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separate and open.
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