diff --git a/dying.html b/dying.html
index 55936e0..816ed53 100644
--- a/dying.html
+++ b/dying.html
@@ -785,6 +785,57 @@ flowchart TD
return { msg: 'You are slain instantly by a death effect. These abilities bypass the normal dying progression — if they reduce you to 0 HP you die without reaching dying 4. Some kill outright without dealing damage at all.' };
},
},
+ {
+ name: 'Short Rest (10 min)',
+ hint: simWounded > 0 ? 'Treat Wounds \u2014 Medicine check to clear Wounded ' + simWounded : 'No Wounded condition to treat',
+ needsRoll: simWounded > 0,
+ rollLabel: 'Treat Wounds \u2014 Medicine check result:',
+ getOutcomes: function() {
+ var prev = simWounded;
+ return [
+ { label: '✓ Success \u2014 Wounded ' + prev + ' clears',
+ action: function() {
+ simWounded = 0; renderCondVals();
+ simHistory.push({ state: 'ALIVE', dying: 0, via: 'Short Rest' });
+ return { msg: 'Treat Wounds succeeds. Your Wounded ' + prev + ' condition is cleared.' };
+ }
+ },
+ { label: '✗ Failure \u2014 Wounded ' + prev + ' remains',
+ action: function() {
+ simHistory.push({ state: 'ALIVE', dying: 0, via: 'Short Rest' });
+ return { msg: 'Treat Wounds fails. Your Wounded ' + prev + ' condition remains.' };
+ }
+ },
+ ];
+ },
+ action: function() {
+ simHistory.push({ state: 'ALIVE', dying: 0, via: 'Short Rest' });
+ return { msg: 'You rest for 10 minutes. You have no Wounded condition to treat.' };
+ },
+ },
+ {
+ name: 'Long Rest (full night)',
+ hint: 'Doomed \u22121; Wounded clears (restored to full HP during rest)',
+ needsRoll: false,
+ action: function() {
+ var parts = [];
+ if (simDoomed > 0) {
+ simDoomed -= 1;
+ parts.push('Doomed decreases by 1 (now Doomed ' + simDoomed + ').');
+ } else {
+ parts.push('Doomed is already 0.');
+ }
+ if (simWounded > 0) {
+ var prev = simWounded; simWounded = 0;
+ parts.push('Wounded ' + prev + ' clears (restored to full HP and rested).');
+ } else {
+ parts.push('No Wounded condition to clear.');
+ }
+ renderCondVals();
+ simHistory.push({ state: 'ALIVE', dying: 0, via: 'Long Rest' });
+ return { msg: parts.join(' ') };
+ },
+ },
];
if (simState === 'DYING') {
@@ -886,6 +937,26 @@ flowchart TD
return { msg: 'You are awoken — by a loud noise (Perception check vs DC 5 for battle), an ally using an Interact action, healing, or damage that doesn\u2019t reduce you to 0 HP. You lose the unconscious condition.' };
},
},
+ {
+ name: 'Long Rest (full night)',
+ hint: 'Wake at full HP; Doomed \u22121; Wounded clears',
+ needsRoll: false,
+ action: function() {
+ simState = 'ALIVE'; simDying = 0;
+ var parts = ['You wake fully rested and restored to full HP.'];
+ if (simDoomed > 0) {
+ simDoomed -= 1;
+ parts.push('Doomed decreases by 1 (now Doomed ' + simDoomed + ').');
+ }
+ if (simWounded > 0) {
+ var prev = simWounded; simWounded = 0;
+ parts.push('Wounded ' + prev + ' clears.');
+ }
+ renderCondVals();
+ simHistory.push({ state: 'ALIVE', dying: 0, via: 'Long Rest' });
+ return { msg: parts.join(' ') };
+ },
+ },
{
name: 'Take Lethal Damage (to 0 HP)',
hint: 'Damage while at 0 HP \u2014 gain dying condition (+W)',