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nx_rpgstats_gate.nx
buildroot/runtime/_hdl_build/nx_rpgstats_gate.nx
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nx_rpgstats_gate.nx -- CERTIFICATION of nx_rpgstats (gamebench gap-queue rank 1 after save/load landed).
T1 XP curve strictly monotonic across 1..200 (a character can never fail to progress)
T2 level_for_xp is the EXACT inverse of xp_for_level at every boundary and boundary-1
T3 ★MODIFIER STACKING IS ORDER-INDEPENDENT -- forward, reversed and rotated orders agree.
This is the real bug class: +10 then +20% != +20% then +10 in most engines, so buff order
silently changes outcomes and desyncs multiplayer.
T4 saturation: absurd inputs clamp instead of overflowing into negative HP / wrapped levels
T5 skill advancement monotonic in uses and capped at maxrank
T6 DATA-DRIVEN: changing only the curve/formula parameters changes the outputs (proves the numbers
are configuration, not literals baked into the code -- rule 11)
T7 ANTI-VACUITY: a normal progression yields DISTINCT, sensibly ordered values. Without this a part
that returned a constant (or zero) would satisfy monotonicity and clamping vacuously.
T8 ★COMPOSES WITH nx_gamesave: a built character round-trips through gs_save/gs_load unchanged.
This is the recombinator claim under test -- parts must actually compose, not just coexist.
license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_rpgstats.nxnx_gamesave.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 20 | func rw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 21 | func rn(v: i64) -> i64 |
| 31 | func main() -> i64 |