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N4/E1: T3 housing payoffs + a home-rest "well-rested" buff
Turn the dead top housing tiers into something worth buying. All three
land without a schema bump, and TestCombatCharacterization stays
byte-identical (the balance corpus never sets the new fields).
T3 trophy room: treasure cap 3->4 at HouseTier>=3 (maxTreasuresForTier).
Enforced at the save gate only -- HouseTier is never written downward,
so a held 4th treasure below tier 3 is unreachable and a load-time cap in
computeAdvBonuses would just add a query for an impossible state. The
all-irreplaceable manual discard prompt now lists the 4th slot too.
T3 workshop: +5% craft success at HouseTier>=3, lifting the cap 0.95->0.98
so a maxed forager still gains. craftingSuccessRate takes a workshopBonus,
threaded through autoCraftConsumables and renderRecipesKnown.
Well-rested buff (replaces the plan's T4 "inn-quality rest", a verified
no-op -- home rest already equals inn rest). Home-only (the inn and a
tier-1 shack grant nothing), starts at T2 and grows through T4, expires at
the next long rest:
- Temp HP cushion (8/12/16% of MaxHP). TempHP was a dormant field; wired
into applyDnDHPScaling as MaxHP headroom -- additive and golden-safe.
- Bonus spell slots (+1/+2/+3 at the caster's highest slot level), the
real reward, lifting casters who trail on spell-pool richness.
applyLongRestSpellSlots resets the pool to base then folds in the
bonus; expiry is stateless (next rest's reset drops it).
Magnitudes are tunable defaults; revisit against the post-parties
re-baseline.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -1126,7 +1126,7 @@ func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCha
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return
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}
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if count < advMaxTreasures {
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if count < maxTreasuresForTier(char.HouseTier) {
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// Directly save
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if err := advSaveTreasure(userID, drop.Def); err != nil {
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slog.Error("adventure: failed to save treasure", "user", userID, "err", err)
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@@ -1511,7 +1511,7 @@ func (p *AdventurePlugin) handleRecipesCmd(ctx MessageContext) error {
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load your character.")
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}
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return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill))
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return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill, homeWorkshopCraftBonus(char.HouseTier)))
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}
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func (p *AdventurePlugin) handleTreasuresCmd(ctx MessageContext, arg string) error {
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