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N4/E1: second pet slot for the Tier-4 Estate
An Established (Tier-4) home can draw a second companion. Both pets show up on the sheet and the town showcase, level via babysitting, and wear their own barding (!thom pet2buy <tier>). Combat: both pets contribute their attack/deflect/whiff procs at half weight — DerivePlayerStats now averages over the active pets, so a pair reads as roughly one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and the engines still roll one proc per channel per round, so the single-pet path and TestCombatCharacterization golden stay byte-identical. Pinned by TestDerivePlayerStats_OnePetIsByteIdentical + the golden. Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and the three combat procs only. The morning-defense buff, death/ditch-recovery save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second defensive multiplier stacks, and the one-pet path is untouched by construction. Storage: parallel pet2_* columns on player_meta + Pet2* mirror on AdventureCharacter (absent == no second pet, DEFAULT '' correct for every pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware, gated HouseTier>=4 with an established first pet. Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block no longer hidden when pet-1 is chased away; showcase tie-break restored (level desc, then name); petGrantXP collapsed onto the shared level-up helper; dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro ledger reason. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -36,22 +36,15 @@ func (p *AdventurePlugin) runBabysitDailyTrickle(char *AdventureCharacter) {
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if !char.BabysitActive {
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return
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}
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// Both companions share the sitter's attention and gain the flat trickle.
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// (Combat only ever reads their *averaged* procs, so leveling both is not a
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// power spike.)
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leveled := false
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if char.HasPet() && char.PetLevel < 10 {
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// Bypass petGrantXP's per-action constant — we want a flat trickle.
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char.PetXP += petXPPerBabysitDay * 100
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for char.PetLevel < 10 {
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needed := petXPToNextLevel(char.PetLevel) * 100
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if char.PetXP < needed {
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break
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}
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char.PetXP -= needed
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char.PetLevel++
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leveled = true
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}
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if char.PetLevel >= 10 && char.PetLevel10Date == "" {
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char.PetLevel10Date = time.Now().UTC().Format("2006-01-02")
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}
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if char.HasPet() {
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leveled = advancePetLevelsFromXP(&char.PetXP, &char.PetLevel, &char.PetLevel10Date, petXPPerBabysitDay*100) || leveled
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}
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if char.HasPet2() {
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leveled = advancePetLevelsFromXP(&char.Pet2XP, &char.Pet2Level, &char.Pet2Level10Date, petXPPerBabysitDay*100) || leveled
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}
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outcome := "pet_care"
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if leveled {
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