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>
This commit is contained in:
prosolis
2026-04-18 01:05:22 -07:00
parent 08e9925d8f
commit 7c450aaefb
18 changed files with 4602 additions and 886 deletions

View File

@@ -217,7 +217,7 @@ func renderArenaHelmetDrop(gear *ArenaGearSet) string {
switch gear.SetKey {
case "bloodied":
b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates.")
b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates, +3% critical hit rate in combat.")
case "ironclad":
b.WriteString("Set bonus: **Battle-Hardened** — +5% XP gain from all activities.")
case "tempered":