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Combat: back the flavor-only monster abilities with real effects
Turn the four placeholder ability effects into working mechanics: spell_resist halves player spell damage, reveal_action rolls the player's next swing at disadvantage, fear_immune fizzles control spells, and ally_buff grants an accumulating enemy attack bonus. All four are armed by applyAbility, read by the shared resolution primitives, and round-tripped through CombatStatuses for turn-based suspend/resume. New branches are guarded by zero-valued state so the auto-resolve characterization golden is untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -110,6 +110,13 @@ type CombatStatuses struct {
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PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
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MaxHPDrain int `json:"max_hp_drain,omitempty"`
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// Slice-4 monster-ability effects — the former flavor-only placeholders.
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// EnemyRevealNext is a one-shot; the other three persist for the fight.
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EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
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EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
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EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
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EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
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// Persistent stat buffs from mid-fight !cast / !consume, accumulated as
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// deltas against the freshly-rebuilt combatant. applySessionBuffs folds
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// these back onto the player every round; diffTurnBuff produces them.
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