Make Bone Knit a chance-based room heal
The perk now grants a 3% roll per stack to mend half a heart on combat room clears instead of a guaranteed heal. Worm Gut's guaranteed room heal is unchanged; the new roomHealChance stat is separate.
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@@ -20,7 +20,7 @@ const PERKS = [
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{ id: 'thickhide',name: 'Thick Hide', desc: '+4% chance to ignore damage', apply: s => { s.armor += 1 / 24; } },
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{ id: 'secondwind',name: 'Second Wind', desc: '+0.15s hurt immunity', apply: s => { s.invBonus += 0.15; } },
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{ id: 'scrapfeed',name: 'Scrap Feed', desc: '5% less ammo consumed', apply: s => { s.ammoEff *= 1.05; } },
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{ id: 'boneknit', name: 'Bone Knit', desc: 'Heal ½ heart after each combat room', apply: s => { s.roomHeal += 1; } },
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{ id: 'boneknit', name: 'Bone Knit', desc: '3% chance to heal ½ heart after combat rooms', apply: s => { s.roomHealChance += 0.03; } },
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{ id: 'spiteflesh',name: 'Spite Flesh', desc: 'Contact attackers take damage', apply: s => { s.thorns += 4; } },
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{ id: 'carrion', name: 'Carrion Sense', desc: '+8% pickup radius and pull speed', apply: s => { s.magnet *= 1.08; s.magnetPull *= 1.08; } },
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{ id: 'sinew', name: 'Sinew Weave', desc: '+3% move speed and range', apply: s => { s.speedMul *= 1.03; s.rangeMul *= 1.03; } },
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@@ -19,7 +19,7 @@ function initPlayer() {
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armor: 0, luck: 0, magnet: 1, magnetPull: 1, xpMul: 1, crit: 0.05, critMul: 2, bloodlust: 0,
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bleed: 0, igniteChance: 0, slowOnHit: 0, stunOnHit: 0, acidOnHit: 0, pullOnHit: 0,
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chain: 0, knockbackMul: 1, invBonus: 0, ammoEff: 1, ammoPickupMul: 1,
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roomHeal: 0, thorns: 0, retaliate: 0, sizeMul: 1, mortar: 0, frenzy: 0,
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roomHeal: 0, roomHealChance: 0, thorns: 0, retaliate: 0, sizeMul: 1, mortar: 0, frenzy: 0,
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orbSpeedMul: 1, orbDmgMul: 1, overShield: 0,
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rerolls: 0, rerollPerLevel: 0,
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maxHp: 6,
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@@ -180,6 +180,13 @@ function recordRoomClear(room) {
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healPlayer(G.player.stats.roomHeal);
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if (G.player.hp > before) spawnText(G.player.x, G.player.y - 18, 'ROOM KNIT +' + (G.player.hp - before), '#d98991');
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}
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// Bone Knit perk: small chance of a half-heart mend on each combat clear
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if (room.type === 'combat' && G.player.stats.roomHealChance > 0 && G.player.hp < G.player.stats.maxHp &&
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chance(Math.min(0.9, G.player.stats.roomHealChance))) {
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const before = G.player.hp;
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healPlayer(1);
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if (G.player.hp > before) spawnText(G.player.x, G.player.y - 30, 'BONE KNIT +' + (G.player.hp - before), '#d98991');
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}
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}
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function nextFloor() {
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@@ -770,6 +770,27 @@ console.log('== adaptive clean-room pressure ==');
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check('new runs reset pressure and streak', ctx.G.pressure === 1 && ctx.G.streak === 0);
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}
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console.log('== boneknit is a chance-based room heal ==');
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{
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const p = ctx.G.player;
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const savedHeal = p.stats.roomHeal, savedChance = p.stats.roomHealChance;
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p.stats.roomHeal = 0; p.stats.roomHealChance = 0;
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ctx.PERKS.find(k => k.id === 'boneknit').apply(p.stats, p);
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check('boneknit grants a 3% roll per stack', Math.abs(p.stats.roomHealChance - 0.03) < 0.0001);
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p.hp = 1; p.stats.maxHp = 10; ctx.G.roomDamaged = true; // dirty room: no pressure side-effects
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const realChance = ctx.chance;
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ctx.__smokeRealChance = realChance;
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vm.runInContext('chance = () => true', ctx);
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ctx.recordRoomClear({ type: 'combat' });
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check('successful boneknit roll heals half a heart', p.hp === 2);
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vm.runInContext('chance = () => false', ctx);
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ctx.recordRoomClear({ type: 'combat' });
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check('failed boneknit roll heals nothing', p.hp === 2);
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vm.runInContext('chance = __smokeRealChance', ctx);
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delete ctx.__smokeRealChance;
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p.stats.roomHeal = savedHeal; p.stats.roomHealChance = savedChance;
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}
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console.log('== weapon swap (R) ==');
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{
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const p = ctx.G.player;
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