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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||||||
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| wiki-2026-0508-fate-war | Fate War | 10_Wiki/Topics | verified | self |
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none | B | 0.85 | applied |
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2026-05-10 | pending |
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Fate War (Holy Grail War)
매 한 줄
"매 Type-Moon Fate franchise 의 core conflict — 매 7 master + 7 servant 의 Holy Grail 의 의 의 battle royale". Fate/stay night (2004) 시작 — 매 Visual Novel + 매 anime + 매 Fate/Grand Order (gacha) 등 expand. 매 narrative AI / 매 game design 의 reference.
매 핵심
매 setup
- 7 masters (mages) + 7 servants (heroic spirits).
- Holy Grail: 매 wish-granting.
- Fuyuki city (or variant) 의 setting.
- Battle royale: 매 last 1 의 wins.
매 7 servant class
- Saber: 매 sword.
- Archer: 매 bow / range.
- Lancer: 매 spear.
- Rider: 매 mount.
- Caster: 매 magic.
- Berserker: 매 mad enhancement.
- Assassin: 매 stealth.
매 Fate franchise
- Fate/stay night (2004): 매 origin VN.
- Fate/Zero (2011): 매 prequel.
- Fate/Apocrypha: 매 14-servant variant.
- Fate/Grand Order (2015+): 매 mobile gacha — 매 commercial 매 다수.
- Fate/Extra: 매 Moon Cell variant.
매 narrative pattern
- Master-servant bond: 매 strategic + emotional.
- Class triangle: 매 rock-paper-scissors style.
- Heroic spirit: 매 historical / mythological figure.
- Noble Phantasm: 매 servant 의 ultimate.
- Command Spell: 매 master 의 3-use control.
매 game design 응용
- Battle royale narrative.
- Gacha: 매 character + rarity.
- Class-based combat triangle.
- Boss raid: 매 servant 의 mythic scale.
- Visual novel: 매 branching.
💻 패턴 (응용)
Class triangle
CLASS_ADVANTAGE = {
'Saber': ['Lancer'],
'Lancer': ['Archer'],
'Archer': ['Saber'],
'Rider': ['Caster'],
'Caster': ['Assassin'],
'Assassin': ['Rider'],
'Berserker': [], # 매 매 class 의 advantage but takes 2x damage
}
def damage_modifier(attacker_class, defender_class):
if defender_class in CLASS_ADVANTAGE.get(attacker_class, []): return 1.5
if attacker_class in CLASS_ADVANTAGE.get(defender_class, []): return 0.5
if attacker_class == 'Berserker': return 1.5 # 매 매 매 class
return 1.0
Servant data
@dataclass
class Servant:
true_name: str
class_: str
skills: list[str]
noble_phantasm: dict
parameters: dict # 매 STR/END/AGI/MAG/LCK/NP — 매 E~A++
alignment: str
Noble Phantasm trigger
def noble_phantasm(servant, master_mp, charge):
if charge < servant.np.threshold:
return 'insufficient_charge'
if not master_mp.has(servant.np.cost):
return 'mp_drain_master'
return execute(servant.np)
Command Spell (3-use)
class Master:
def __init__(self):
self.command_spells = 3
def use_command_spell(self, command):
if self.command_spells == 0: raise NoSpellsError()
self.command_spells -= 1
# 매 absolute order 의 servant 의 force
# 매 1: location-jump, 2: instant-restore, 3: kill-self-NP
return self.servant.execute_absolute(command)
Battle royale logic
def grail_war_round(masters):
alive = [m for m in masters if m.alive and m.servant.alive]
if len(alive) <= 1: return alive[0] if alive else None
# 매 territorial expansion + alliances
encounters = pair_encounters(alive)
for m1, m2 in encounters:
outcome = simulate_combat(m1, m2)
if outcome == 'm1_win': m2.alive = False
elif outcome == 'm2_win': m1.alive = False
else: break_alliance(m1, m2)
Visual novel branching (Ren'Py-like)
label crossroads:
"Saber waits for orders."
menu:
"Engage Lancer":
jump engage_lancer
"Retreat":
jump retreat_route
"Attempt alliance":
jump alliance_route
Gacha rarity (Fate/GO-style)
RARITY_RATES = {1: 0.40, 2: 0.30, 3: 0.20, 4: 0.07, 5: 0.03}
def gacha_pull(rates=RARITY_RATES):
r = random.random(); cum = 0
for rarity, rate in sorted(rates.items()):
cum += rate
if r <= cum: return draw_servant(rarity)
Heroic spirit lore (LLM-aided)
def generate_servant(historical_figure, class_):
prompt = f"""Design a Fate-style servant.
Historical figure: {historical_figure}
Class: {class_}
Output JSON:
- true_name
- class
- 3 skills (with grade)
- noble_phantasm (name, type, effect, rank)
- parameters (STR/END/AGI/MAG/LCK)
- one-line summary"""
return llm.generate(prompt)
매 결정 기준 (응용)
| 상황 | Approach |
|---|---|
| Battle royale game | 매 alliances + 매 reduction |
| Class system | Triangle |
| Mobile gacha | Tiered rarity + pity |
| Narrative game | VN branching |
| LLM character | Heroic spirit gen |
기본값: 매 lore-rich character + 매 class triangle + 매 multi-route narrative + 매 (mobile) gacha pity.
🔗 Graph
- 부모: Game-Design
- 변형: Gacha
- 응용: Drama Management Systems · Computational_Creativity
🤖 LLM 활용
언제: 매 narrative-rich game. 매 character generation. 매 lore wiki. 언제 X: 매 actual Fate IP licensing 의 strict.
❌ 안티패턴
- No class differentiation: 매 strategic depth lose.
- Pure RNG gacha: 매 burn-out.
- No Noble Phantasm uniqueness: 매 character bland.
🧪 검증 / 중복
- Verified (Type-Moon official, Fate wiki).
- 신뢰도 B.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Fate framework + 매 game design 응용 code |