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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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@@ -367,13 +367,16 @@ func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) st
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}
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if len(result.LootItems) > 0 {
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sb.WriteString(fmt.Sprintf("💰 Loot: €%d total\n", result.TotalLootValue))
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sb.WriteString(fmt.Sprintf("💰 Loot: %s total\n", fmtEuro(result.TotalLootValue)))
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for _, item := range result.LootItems {
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sb.WriteString(fmt.Sprintf(" • %s — €%d\n", item.Name, item.Value))
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sb.WriteString(fmt.Sprintf(" • %s — %s\n", item.Name, fmtEuro(item.Value)))
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}
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}
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sb.WriteString(fmt.Sprintf("✨ +%d %s XP", result.XPGained, result.XPSkill))
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if result.XPBreakdown != "" {
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sb.WriteString(fmt.Sprintf(" (%s)", result.XPBreakdown))
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}
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if result.LeveledUp {
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sb.WriteString(fmt.Sprintf(" — **LEVEL UP! %s Lv.%d!** 🎉", titleCase(result.XPSkill), result.NewLevel))
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}
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