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Combat: add Sudden Death phase + fix tiebreak to use absolute HP
Players reported the prior 6-round exhaustion timeout felt arbitrary when both sides still had plenty of HP. Two fixes: - Add a "Sudden Death" 4th phase (3-4 extra rounds) so most fights resolve naturally before any timeout. Total combat length now caps at ~10 rounds. - When the timeout does fire, tiebreak by absolute HP instead of HP%. The %-based logic was unintuitive — a player at 88/123 (71%) would lose to a boss at 83/97 (86%) despite having more HP remaining. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -153,6 +153,8 @@ func phaseHeader(name string) string {
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return pickRand(decisiveHeaders)
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case "pre_combat", "pre":
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return "⚔️ **The fight begins.**"
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case "Sudden Death", "sudden_death":
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return "⚔️ **Sudden Death — No Quarter**"
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case "exhaust":
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return "⚔️ **Exhaustion — Time Runs Out**"
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default:
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