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Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering
Replaces the single-roll probability system for dungeon and arena combat with a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops), monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with phased message delivery. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -217,7 +217,7 @@ func renderArenaHelmetDrop(gear *ArenaGearSet) string {
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switch gear.SetKey {
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case "bloodied":
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b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates.")
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b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates, +3% critical hit rate in combat.")
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case "ironclad":
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b.WriteString("Set bonus: **Battle-Hardened** — +5% XP gain from all activities.")
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case "tempered":
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