@dreadwood-types/types 0.1.0 → 0.1.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/appearance.d.ts +4 -4
- package/dist/appearance.d.ts.map +1 -1
- package/dist/appearance.js +8 -5
- package/dist/appearance.js.map +1 -1
- package/dist/constants.d.ts +8 -8
- package/dist/constants.d.ts.map +1 -1
- package/dist/constants.js +11 -11
- package/dist/constants.js.map +1 -1
- package/dist/cooking.d.ts +1 -1
- package/dist/cooking.js +1 -1
- package/dist/equipment.js +1 -1
- package/dist/groundItems.d.ts +1 -1
- package/dist/groundItems.d.ts.map +1 -1
- package/dist/groundItems.js +3 -1
- package/dist/groundItems.js.map +1 -1
- package/dist/landmarks.d.ts +32 -32
- package/dist/landmarks.js +33 -33
- package/dist/messages.d.ts +7 -7
- package/dist/quests.d.ts +3 -3
- package/dist/quests.js +5 -5
- package/dist/woodwork.d.ts +8 -8
- package/dist/woodwork.js +9 -9
- package/dist/xp.d.ts +1 -1
- package/dist/xp.js +1 -1
- package/package.json +1 -1
package/dist/woodwork.d.ts
CHANGED
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@@ -36,7 +36,7 @@ export declare const CARRIAGE_STYLE_FIXED = "carriage";
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export declare const CARRIAGE_STYLE_DRIVEN = "driven";
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/** Hired driver plus owned draft horse hitched to the shafts. */
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export declare const CARRIAGE_STYLE_HITCHED = "hitched";
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-
/** Northwest battlefield lake bridge
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+
/** Northwest battlefield lake bridge - a modest early Woodwork project. */
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export declare const BATTLEFIELD_BRIDGE_REPAIR_COST: Array<{
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kind: string;
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qty: number;
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@@ -76,7 +76,7 @@ export declare const STORAGE_HUT_REPAIR_COST: Array<{
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kind: string;
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qty: number;
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}>;
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-
/** Buildable from the start
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/** Buildable from the start - birch arrows are a level 1 recipe and need it. */
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export declare const WORKBENCH_BUILD_WOODWORK_LEVEL = 1;
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export declare const WORKBENCH_BUILD_COST: Array<{
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kind: string;
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@@ -85,7 +85,7 @@ export declare const WORKBENCH_BUILD_COST: Array<{
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export declare const NETTLES_KIND = "nettles";
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/** Legacy item id retained so existing inventories remain valid; shown as Sharp Stone. */
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export declare const SHARP_ROCK_KIND = "sharprock";
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-
/** Common cobble chipped from ordinary scenery rocks
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/** Common cobble chipped from ordinary scenery rocks - not the rare knapped sharp stone. */
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export declare const STONE_KIND = "stone";
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export declare const SPRUCE_ARROW_KIND = "sprucearrow";
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export declare const CARVING_KNIFE_KIND = "carvingknife";
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@@ -110,7 +110,7 @@ export type WoodworkRecipe = {
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export declare const WOODWORK_RECIPES: WoodworkRecipe[];
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export declare function woodworkRecipe(id: string): WoodworkRecipe | null;
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export declare const NETTLES_FORAGING_LEVEL = 1;
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/** Ordinary scenery rocks
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/** Ordinary scenery rocks - pebbles, default stones, boulders. Crags are cliff faces. */
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export declare const STONE_FORAGING_LEVEL = 1;
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export declare const SHARP_ROCK_FORAGING_LEVEL = 5;
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/** Inspect rotten farm food or battlefield rotten meat for maggots. */
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@@ -124,7 +124,7 @@ export declare const PERCH_FISHING_LEVEL = 7;
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export declare const POND_FISHING_LEVEL = 1;
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/**
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* Odds a cast lands its fish. Used to be a flat 0.5 regardless of skill, so
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* Fishing level bought you nothing at the rod
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* Fishing level bought you nothing at the rod - the only thing it gated was
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* whether tench were castable at all.
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*
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* Now a cast starts unreliable at the level that unlocks the fish and improves
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@@ -161,7 +161,7 @@ export declare const CAVE_ENTRANCE_EXPLORER_LEVEL = 5;
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export declare function isFoxTrackEndStyle(style: string | undefined): boolean;
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export declare const CHICKEN_FEATHER_YIELD_MIN = 1;
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export declare const CHICKEN_FEATHER_YIELD_MAX = 3;
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/** Same odds as picking a fight with a seagull worth its feathers
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/** Same odds as picking a fight with a seagull worth its feathers - sometimes it isn't peaceful. */
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export declare const CHICKEN_ATTACK_CHANCE = 0.1;
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export declare const CHICKEN_PECK_DAMAGE_MIN = 1;
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export declare const CHICKEN_PECK_DAMAGE_MAX = 3;
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@@ -186,11 +186,11 @@ export declare const CARVING_KNIFE_PRICE = 50;
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* so patches are genuinely hunted rather than stumbled over.
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*/
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export declare const NETTLES_MIN_SPACING = 105;
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/** Sharp rock is the long hunt
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/** Sharp rock is the long hunt - roughly ten minutes of searching. */
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export declare const SHARP_ROCK_MIN_SPACING = 260;
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/**
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* Earthworm casts are a rare, world-scale forage node (like the beach worm
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* poo casts), not a per-tile density roll
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* poo casts), not a per-tile density roll - only this many exist at once,
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* anywhere in the world.
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*/
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export declare const EARTHWORM_CAST_COUNT = 3;
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package/dist/woodwork.js
CHANGED
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@@ -36,7 +36,7 @@ export const CARRIAGE_STYLE_FIXED = 'carriage';
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export const CARRIAGE_STYLE_DRIVEN = 'driven';
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/** Hired driver plus owned draft horse hitched to the shafts. */
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export const CARRIAGE_STYLE_HITCHED = 'hitched';
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-
/** Northwest battlefield lake bridge
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/** Northwest battlefield lake bridge - a modest early Woodwork project. */
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export const BATTLEFIELD_BRIDGE_REPAIR_COST = [
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{ kind: BIRCH_WOOD_KIND, qty: 30 },
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{ kind: POPLAR_WOOD_KIND, qty: 20 },
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@@ -99,7 +99,7 @@ export const STORAGE_HUT_REPAIR_WOODWORK_LEVEL = 5;
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export const STORAGE_HUT_REPAIR_COST = [
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{ kind: BIRCH_WOOD_KIND, qty: 20 },
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];
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/** Buildable from the start
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/** Buildable from the start - birch arrows are a level 1 recipe and need it. */
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export const WORKBENCH_BUILD_WOODWORK_LEVEL = 1;
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export const WORKBENCH_BUILD_COST = [
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{ kind: BIRCH_WOOD_KIND, qty: 40 },
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@@ -107,7 +107,7 @@ export const WORKBENCH_BUILD_COST = [
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export const NETTLES_KIND = 'nettles';
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/** Legacy item id retained so existing inventories remain valid; shown as Sharp Stone. */
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export const SHARP_ROCK_KIND = 'sharprock';
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-
/** Common cobble chipped from ordinary scenery rocks
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/** Common cobble chipped from ordinary scenery rocks - not the rare knapped sharp stone. */
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export const STONE_KIND = 'stone';
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export const SPRUCE_ARROW_KIND = 'sprucearrow';
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export const CARVING_KNIFE_KIND = 'carvingknife';
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@@ -211,7 +211,7 @@ export function woodworkRecipe(id) {
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return WOODWORK_RECIPES.find((r) => r.id === id) ?? null;
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}
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export const NETTLES_FORAGING_LEVEL = 1;
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/** Ordinary scenery rocks
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/** Ordinary scenery rocks - pebbles, default stones, boulders. Crags are cliff faces. */
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export const STONE_FORAGING_LEVEL = 1;
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export const SHARP_ROCK_FORAGING_LEVEL = 5;
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/** Inspect rotten farm food or battlefield rotten meat for maggots. */
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@@ -225,7 +225,7 @@ export const PERCH_FISHING_LEVEL = 7;
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export const POND_FISHING_LEVEL = 1;
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/**
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* Odds a cast lands its fish. Used to be a flat 0.5 regardless of skill, so
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-
* Fishing level bought you nothing at the rod
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+
* Fishing level bought you nothing at the rod - the only thing it gated was
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* whether tench were castable at all.
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*
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* Now a cast starts unreliable at the level that unlocks the fish and improves
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* their first tench four casts in five.
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*/
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/*
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* Retuned after play: 0.25 at the unlock level made early fishing a slog
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* Retuned after play: 0.25 at the unlock level made early fishing a slog -
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* with a 3s cast that is ~12s a fish before the XP cut is even felt. The
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* scaling is the point, not the punishment, so the floor now sits just under
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* the old flat 0.5 and the ceiling is comfortably above it.
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@@ -289,7 +289,7 @@ export function isFoxTrackEndStyle(style) {
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}
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export const CHICKEN_FEATHER_YIELD_MIN = 1;
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export const CHICKEN_FEATHER_YIELD_MAX = 3;
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/** Same odds as picking a fight with a seagull worth its feathers
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/** Same odds as picking a fight with a seagull worth its feathers - sometimes it isn't peaceful. */
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export const CHICKEN_ATTACK_CHANCE = 0.1;
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export const CHICKEN_PECK_DAMAGE_MIN = 1;
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export const CHICKEN_PECK_DAMAGE_MAX = 3;
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@@ -314,11 +314,11 @@ export const CARVING_KNIFE_PRICE = 50;
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* so patches are genuinely hunted rather than stumbled over.
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*/
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export const NETTLES_MIN_SPACING = 105;
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/** Sharp rock is the long hunt
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/** Sharp rock is the long hunt - roughly ten minutes of searching. */
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export const SHARP_ROCK_MIN_SPACING = 260;
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/**
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* Earthworm casts are a rare, world-scale forage node (like the beach worm
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-
* poo casts), not a per-tile density roll
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* poo casts), not a per-tile density roll - only this many exist at once,
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* anywhere in the world.
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*/
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export const EARTHWORM_CAST_COUNT = 3;
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package/dist/xp.d.ts
CHANGED
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@@ -33,7 +33,7 @@ export declare function maxHealthForLevel(combatLevel: number): number;
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* Replaces a subtractive soak (`damage - random(0..armour)`), which had a nasty
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* cliff: once armour approached the attacker's max hit, damage collapsed toward
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* zero, so two points either way swung survival from a few minutes to over half
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* an hour. Measured, not guessed
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* an hour. Measured, not guessed - see scripts/sim-combat.ts.
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*
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* A ratio curve has none of that. It gives diminishing returns, never reaches
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* immunity, and stays predictable to tune.
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package/dist/xp.js
CHANGED
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@@ -66,7 +66,7 @@ export function maxHealthForLevel(combatLevel) {
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* Replaces a subtractive soak (`damage - random(0..armour)`), which had a nasty
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* cliff: once armour approached the attacker's max hit, damage collapsed toward
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* zero, so two points either way swung survival from a few minutes to over half
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* an hour. Measured, not guessed
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* an hour. Measured, not guessed - see scripts/sim-combat.ts.
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*
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* A ratio curve has none of that. It gives diminishing returns, never reaches
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* immunity, and stays predictable to tune.
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