2026-09-22 15:04:34
Anonymous:
Use a shared shuffled item deck for both current chests
hold the flood/the pack.md ..
@@ 47,7 47,7 @@
- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
- **Relay** *(the Fork Relay)*: 1x1. Activated by a neighbour. When active: all adjacent items get activated. Cooldown 0.2 seconds. It passes an activation along, so a detector can reach items it does not touch. It is still the part the Cargo Turn service board needs.
- **Arc Emitter:** 2x2. Activated by a neighbour. When active: lightning jumps from the nearest enemy through up to six bodies standing close together. Cooldown 3 seconds.
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- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; an unopened Waiting Area chest now supplies the boots.
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- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; both current chests now draw from the shared deck described below.
- **Boots of Dodgin** *(owner's card, 2026-09-22)*: one 2x1 item representing a pair of boots. +10% walking speed while in the pack. Press Space: spend 5 seconds of oxygen for +200% movement speed for 0.5 second. This triples the boosted walking speed: **3.3× base speed with one pair**. Cooldown 3 seconds. Cannot activate while already dodging from any item.
- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
- **Scrap and other loot:** 1x1 up to odd shapes of five or six squares. Does nothing in the pack. Loot is where the awkward shapes live.
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> Triple boosted walking speed: 3.3× base
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**As built:** the cleared Waiting Area chest supplies one pair as one 2x1 item, replacing both the Arc Emitter and its Trigger button. With base walking speed 4 metres per second, one packed pair gives 4.4 while walking and 13.2 during the dodge. Space requires a fresh press; holding it does not repeat. A failed attempt spends no oxygen and starts no cooldown. The item card and fight display show the action, oxygen cost and timing. The name remains exactly **Boots of Dodgin**.
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**As built:** the boots are one 2x1 item. They first replaced the Waiting Area's Arc Emitter and Trigger button; the later chest decision below places one pair in the shared shuffled deck instead of fixing it to that room. With base walking speed 4 metres per second, one packed pair gives 4.4 while walking and 13.2 during the dodge. Space requires a fresh press; holding it does not repeat. A failed attempt spends no oxygen and starts no cooldown. The item card and fight display show the action, oxygen cost and timing. The name remains exactly **Boots of Dodgin**.
**Implementer's handling defaults:** the passive bonus applies only while the item is placed in the pack. The dodge follows the usual movement keys relative to the camera; it does not force a direction. Pressing Space while standing still still spends the oxygen and starts the window, so movement may begin during it. The three-second cooldown starts when the dodge starts. The five-second cost uses the existing displayed oxygen rate, taking air from the emptiest packed tanks first and then the suit; less than five seconds combined refuses the attempt. Exactly five seconds is enough to activate, but emptying all air still follows the ordinary oxygen/death rules. There is no added invulnerability, shield, collision bypass or separate animation. Walls, benches and enemy bodies retain their normal blocking rules. Paused screens freeze the dodge and cooldown. Save/load preserves both, including a cooldown on boots that were put down. Returning ends the active dodge. If more pairs are collected on later trips, each adds 10 percentage points to walking speed and has its own cooldown; one shared dodge window prevents overlapping activations from any item. These multiple-copy and handling choices are defaults, not additional owner decisions.
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Existing Trigger buttons still respond to click or Space. With both a Trigger button and boots in the pack, one Space press tries both; a mouse click uses only the Trigger button. Boots do not require an adjacent item. Existing opened chest contents are preserved; an unopened chest or a newly earned empty chest on a later trip supplies the boots once.
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Existing Trigger buttons still respond to click or Space. With both a Trigger button and boots in the pack, one Space press tries both; a mouse click uses only the Trigger button. Boots do not require an adjacent item. Existing opened chest contents are preserved. Unopened dynamic chests now draw from the shared deck below.
**Art:** the icon reuses [Lorc's Boots](https://game-icons.net/1x1/lorc/boots.html), a human-made CC BY 3.0 asset, fitted to a 2x1 canvas. Source, artist, licence and fitting changes are credited beside the game icons. No generated art or purchase.
**Verification:** all 250 tests passed (204 Core + 46 Unity). Added checks cover oxygen boundaries and atomic refusal, shared dodge exclusion, cooldowns and saves, pauses, frame timing, actual controller distance and wall collision, Space versus click, existing Trigger buttons, chest pickup/full packs and old reward property. A live chest check collected one pair and used 11 of 16 pack squares with a tank and two guns. In the live movement check, Space spent five seconds of oxygen, used 3.3× speed, travelled 7.04 metres over 0.6 seconds (0.5 dodging plus 0.1 walking), returned to 1.1×, and refused an early repeat. This verifies mechanics, not how the dodge feels or balances in combat.
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## The shared chest deck — owner decision, 2026-09-22
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The owner changed both current chests (Western Promenade and Waiting Area) to dynamic rewards: one shared shuffled deck containing **one Service Gun and one Boots of Dodgin**. Each draw removes that item until a new departure refills and reshuffles the deck. The starting gun is separate. Static chests remain available with specified items and do not consume deck entries. [Rooms](/Hold%20The%20Flood/Rooms) records the request verbatim and owns the chest rules.
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Draw on first opening is the implementer's default. If the item will not fit, it waits at the chest; reopening or loading keeps the same item. Saving preserves the order and used cards, even after both have been drawn. An exhausted deck stays empty until departure. Existing opened chest contents and property from earlier versions remain intact; taking an item left from an earlier trip does not consume a new card or top up that chest. Old saves without deck information get one fresh deck without changing earlier static rewards.
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**Verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
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## The starting bag
Four by four, sixteen squares. **Owner decision, 2026-09-17: "for now, the inventory should only start with the following items": the Oxygen Tank and the Service Gun.** They use six squares, so ten are free for what the station holds.