fix: make discipline perk numerical bonuses functional via structured BonusSpec
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- Add PerkBonus type and optional bonus field to DisciplinePerk - Populate bonus data on 39 perks across base, elemental, elemental-regen, elemental-regen-advanced, and invoker discipline files - Rewrite computeDisciplineEffects() to apply once/infinite/capped perk bonuses through known stat keys (maxManaBonus, baseDamageBonus, regen_*, elementCap_*) - Add per-element cap bonus routing in effects.ts computeAllEffects() - Remove dead enchantPower bonus (no consumer in effects pipeline)
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-05-26T09:20:40.084Z",
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"generated": "2026-05-26T15:02:39.505Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -567,6 +567,7 @@
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"stores/prestigeStore.ts": [
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"constants.ts",
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"data/guardian-encounters.ts",
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"stores/manaStore.ts",
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"utils/result.ts",
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"utils/safe-persist.ts"
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],
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